Avatar

Archael

Archael

About

Username
Archael
Joined
Visits
2,083
Last Active

Comments

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305228#Comment_3305228

    It's been described thousands of times, but here:

    Let's call Survivors North and South, in relation to the hook.

    They stand far enough away that the Killer cannot start a chase easily. Now the Killer knows he can only go after ONE person, and the other will run in for a save, right?

    So he runs after North. North runs away and South runs in. No chase has started because of the distance. So he resets, and South backs up, and North resets.

    Again; no chase has started, so the Hook Guy is literally immune to dying on the hook. And the Killer has literally 2 choises:

    1. Chase a Survivor, give up a hook that he can't progress because he's nearby
    2. Sit at the hook and never get a kill.

    The game is now basically giving Survivors a free unhook or free gen time; whichever they want, just because they decided to force the Killer into a lose/lose setup whenever he hooks someone.

    This was how it was abused. This is not a made up story. This is not a 'what if' or a 'They COULD do this'. This. Is. What. Happened. The Killer was FORCED to give up hooks because Survivors found the minimum distance to camp the hook THEMSELVES to lock down the Killer or force him to walk away.

    And where is the abuse part? Or i missed something.

    The system has to force the killer from leaving the hook, so that other people have ability to unhook a surv. the system do what it meant, and this is called " an abuse"?

  • I would love to see two modes:

    Soloq, where only solo survivors can participate. And group game, where swf are allowed. Game should be balanced around soloq, and this would remove a lot of toxicity.

    https://forums.bhvr.com/dead-by-daylight/discussion/355432/suggestion-new-ranked-game-modes#latest

  • I love games that ends with 2 mins of hanging from a hook... this is a sarcasm obviously... I agree that camping is a valid way to win the trial... but really, making one player just unable to play is jus a bad design. The counterplay to camping, being "just do your gens" is also a bad design, because it just marks that one player is not playing at all...

  • If Entity would be as powerfull. It would not need to capture and trap anyone anywhere. it would just make fun of regular chases in real world. Entity needs all those characters in Entity's realm, and this is a proof that it is not as omnipotent as it looks like.

  • @Dito175 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293447#Comment_3293447

    I always saw pinheads mori as the entity tricking him into believing he is sending survivors to hell, when in reality they just die and are send back to the campfire

    It is. And this is the starting point... Entity is as powerfull to trick pinhead into believing this?

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304233#Comment_3304233

    Everything you said is wrong.

    1. Achievements are not achievements because they are hard. They are achievements because the player did something the developers wanted to note, difficult has 0 input.
    2. It's not unfair to the people who did it before, unless they are, as I said before, so selfish and entitled that they think "Everyone should have to do what I did."
    3. Achievements are ALWAYS 'just writing that holds nothing' because it's a freaking video game.
    4. They are in no way robbed, but keep crying about how unfair it'd be for Adepts to be fixed because some people did it while they were difficult. 🙄

    you would be right if new, easier achivments, would have different names and icons. If they stay the same, you are wrong. if someone dedicated his games, time and effort to get this specific trophy, lowering requirements of the same achivment is not only unfair. Its just a slap to those who really put some effort to it.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304230#Comment_3304230

    Do you realize the video basically agree with my statement, right? Literally the first phrase I said, "Camping is only useful for the killer if it has some kind of instadown"? Obviously a killer that can instadown 3 survivors with one swing would benefit from camping (and Hero Mode x 3) but again, for killers without instadowns camping is not a viable strategy in the majority of situations. And the numbers add up, as I'm talking about 3 gens done and trying to go to a save and he is talking about 5 gens and exit gates done (in fact, unlike me he is just taking total time to fully hook and 5 gen repair without taking in count chasing time, moment gens are started to be repaired and how many survivors per gen, but meh).

    And if we want to do a "real world scruttiny", by the time the killer hook the survivor he is going to camp the other survivors can have a lot of progress in their respective generator (or even have done 1 or 2), taking in count chasing time and such by the time the killer down his second survivor the other 2 could have finished the last gens and try to save or get out of there, two survivors on the same gen take about 53 seconds to finish it without perks or great checks so they would have even more time to go to do the save, and in a real world scenario there is progression perks, great skillchecks, toolboxes, chasing time, Reassurance, etc. Just to name a few real world situations.

    On top of it, the 3 killers he is talking about in his fixes (with Bubba being the one that most benefits from camping, obviously) only compose the 7.06% of the pickrate in all MMRs by September data, and we are assuming that one of them is using an specific addon everytime it is picked, so even if 100% of those killers would do camping it will still be a minimum amount of the games where that strategy is used in a viable way at the start of the match.

    So doesn't matter how you look at it, I reaffirm what I said: Camping is only useful for the killer if it has some kind of instadown, there are seconds left for the sacrifice to be completed or the gates has open and you want a consolation price (and this last one is really hard to pull off with other 2 - 3 survivors body blocking).

    What about this then


    https://youtu.be/Kh0DzRW4yBM

  • "So you basically want to reduce the range of her blink attack lunge, and make it so she can't hit anyone the first time she successfully blink attacks, and when she does this non-damaging blink attack; she has a longer cooldown?"

    Yes

    "And your reasoning is that 'New players should learn she's hard'?"

    No

    Try to read this again, this time with thinking, and apply to this a context of "Nurse is OP" that is clamed by almost everyone almost everywhere.

  • @MoNosEmpire said:

    Basement hooks? lol I wouldn't pay a penny for something I wont see for 95% of a playthrough.

    DLC's? We already have licenced DLC's, thats why some survivors/killers are unable to be bought with shards. They will never give them away for free.

    1. I woul... why you think this is argument for anything? This is discussion about making game less "pay to win", and you are complaining about an example... stick to the point, and if you dont like example but agree with the point then say it rather than treating example as a valind point.
    2. I was not talking about survivors/killers, only perks.
    3. Correct me if im wrong, but your post says: "I like pay to win, i dont want it to be removed. I like to feel power over those who havnt payed" and "I dont want to play equally with poor ones"
    4. Thanks for comment. Its important to refresh such topics to make it more visible to wider audience.
  • If You consider killer vs survivor, then yes, game is totally killer sided.

    But there is four survivors, not one. And yes, at the end of a match, there is fight between survivors and gamę turns from 1v4 into 1v(1v1v1v1), especially i someone is chased/hooked. Something with this should be done.

    Tho. Game should be killer sided, otherwise there should be 4 killers.

    As for legion power. Just spread out. If You guys are far from eachother, and dont waste time on healing, just mending and do gens, then Legion either turn into regular M1 killer, or loose game entirely trying to use their power.

  • More words?

    Lore, perks, power?

    Anything?

  • And noone complaints that perks/power is too op? xD thats funny

  • Funny thing.

    Im one of those "nice killers" who try to make game fun.

    Im not using CoB and Eruption combo because its too oppresive... yet if this combo would be nerfed i would propably still not using it becuase it would become too weak. The problem is not those perks alone, but gen regression perks in general. Using more than one makes games not fun, and only way to make those game fun is either changes in game mechanics/objectives or nerfing those perks to the ground.

    Tho i would like to see a changes that would make games with gen regression perks a fun games.

  • @Mooks said:

    It’s not only up to BHVR but also the platform holders (Sony and Microsoft), and they would be missing out on money if cross Progression was a thing (DLCs, auric sales, online subscriptions)

    They would loose lot of money because of cosmetics, auric cells etc... But cross progression would not take their money from base game and DLCs. Progression means that if someone got 100 prestige on ghostface on ps, and now would love to play on steam, it only means that ghostface would have all its cosmetics unlocked, have 100 prestige, but its locked untill ghostface DLC is bought from steam.

    I think this would be fair approach.

    You still needs to buy all DLCs and characters on different platforms, but unlocked cosmetics, prestige lvls, ranks, and bloodweb are share between platforms.

  • Sorry. I will not stop learning GF and not abandon challanges only because someone dont like this killer... if i finish him, im going to play someone else, also, doing dailies made me play someone else, but i will NOT stop only because someones complaints.

  • I would like having survivors adept being a little harder, like "repair generators for time of 1 full repair and escape the trial, whole using only 3 specific survivor perks" tho i would allow for getting those adepts even on different survivors, like usning "prove thyself", "leader" and "bond" on Nea, still unlock Dwight adept achivment.

  • @Legion_S_Tier said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303118#Comment_3303118

    that would be a great change but I don’t think bhvr would do that simply because of the amount of work it would take just for one add on

    Why? Make it transparent with this addon and viola!

  • I would change addon "tar bottle", which makes traps being darker (on some maps it means those are like lighthouse), to makes those actually share textures with enviroment the traps was placed (still maintaining shape and casting shadow, so still being able to be spotted). So traps on wooden stairs looks like wood, placed on snow are white and snowy etc.

  • Prestige lvl should be hide* by default, with na option of showing if someone want to.

    • - Tho prestige untill lvl 9 should be visible, and hidden means that is not showing above lvl 9.
  • I would start with changes in rewards.

    For now. Securing early kill via camping and tunneling gives more score and bloodpoints than performing 8 hooks.

    Hard counters to camping and tunneling are great, but first i would like to see how campers loose pips.

    8 hooks and 0 kills should give much more pb and score than 2 hooks and 2 kills, and even with 4 hooks and 4 kills.

    Also, every consequentive hook could give more points than tunneling.

    Especially that Entity feeds on pain and suffering, not quick death.

  • For me, game should be played around hooking survivors, and killer should be greatly rewarded if managed to hook survivors consequentionally. Entity should value pain and sufferng more than easy and quick death.

  • CoH boon should gives 33% healing speed at tier 3, not 50%. Just because with additional 50% healing speed that this boon provides, its already 75% of healing. I would changed that to 50% by decreasing basic healing from CoH itself. If someone wants to self heal at the rate of 75%, then they should bring self-heal also.

    This is my nerf for CoH, rest of the boons are quite okay

  • For me, shrine should be a little overhauled.

    All perks should be always available, no shifting and changing in terms of availability. All perks should costs both iri shards, and bloodpoints (values to discussion).

    Once a week, some perks are discounted BUT not globally, yet personally. None of already maxed out perks should be on discount, only not finished or new ones.


    For now, being forced to buy a dlc for some good perks smells like p2w, especially for licensed characters that cant be bought with iri shards. Yet i understand that company has to pay for licenses (i really dont like them i prefer original characters). But there is much, much more monetizations in this game outside perks, at least those could not be p2w. If someone wants to buy a new licensed character, its okay, but perks should be available for everyone for everytime.

  • As for the story. There are some bugs: Scenario with 1 surv, 1 gen and closed hatch is just impossible. One of this statement have to be false.

    If hatch was closed by the killer, then there is 0 gens. If hatch was not opened, then its more than 1 surv, and if there is 1 surve and more than 0 gens to do, then the hatch is open.

    But as for the point of the story, wether it is true or not:

    Yes, idle crows should shows up only if surv is Idle for set time OUTSIDE terror radius. If surv is inside terror radius, no countdown of afk for that surv should started. If killer wont move and thus terror radius do not move, then its killer responsibility to try to find the survivor, not the game. If killer is actively looking for survivor, and survivor decided to not move, then crows should appear.

  • @Archael said:

    Nickname: The Priest

    Name: Eugeniusz Zamojski

    History:

    Eugeniusz was a very promising cleric. In the seminary, he applied himself to theology and psychology, wanting his ministry to be as good as possible. He happened to offend the lecturers when he publicly criticized some of the outdated traditions and tried to propose modern alternatives. When the time of his studies was coming to an end, Eugeniusz witnessed a traumatic event. When he was studying in one of the monasteries, he noticed a strange, flickering light coming from one of the monks' cells, he decided to get closer, a thick, dark mist began to emerge from under the door, shapes resembling tentacles or snakes moved inside the fog. The young clergyman opened the door, seeing something like spider legs pull one of the monks through the ceiling into the burning circle and disappear. Eugeniusz had never encountered a similar phenomenon, but it confirmed him in his vocation. He decided to explore the secrets of demonology and exorcisms, to find out what happened in the monk's cell and be prepared when a similar demon will appear again in the mortal world.

    Father Eugeniusz was a respected parish priest who also worked as an exorcist. Every few days he received reports of demon possession. Few of the reports were true, most of the possessions that the priest came into contact with were just various mental illnesses, although there were sometimes real cases of evil forces attacking people. However, throughout his several years of ministry to God, he had never met or even read about anything that resembled the creature he met towards the end of his apprenticeship as a seminarian. Untill…

    One day the priest heard a soft whisper. The sounds were incomprehensible, although the words "Eugeniuszu!" and "fight!" appeared in them. Guessing that it was a trick and that the Evil One was really trying to mess with the priest's head, Father Eugenisuz took out his rosary and his prayer book and entered the place where the whispers were coming from. Black tentacles wrapped around the priest, lashing his face, leaving numerous scars and wounds, and whispering to him as he tried to perform an exorcism. Eventually the tentacles gave way, but Eugeniusz found himself in a strange, dark place full of pain, suffering and demons. He saw a shadow moving in the distance, under the flickering lights. Priest's eyes went white: "I'll kill them all," he said, and started walking.

    Killer Speed: 110%

    Terror Radius: 24m

    Power: Exorcism

    Priest says a prayer for a few seconds, converting his basic attack to a ranged attack. Hitting a Survivor with an Exorcism damages them for one health, then summons several luminous nails to them after a few seconds. Nails pinns the Survivor to the ground. The nails prevent the survivor from moving for a few seconds when nailed down, survivors cannot be damaged or healed for that time. If the Survivor is put into a state of agony after an exorcism, when the nails disappear, Killer Instinct activates for 5s, allowing the priest to locate crawling survivor.

    Perks:

    Divine Intervention: Blinding the killer also causes the survivor to be blinded for 50% of the duration of the blindness.

    Holy Light: Each survivor within 10m of a repaired generator has their aura lit up for the killer. Holy light lasts for 2s after going out of range.

    Hex "Malleus Maleficarum": When survivor boons a totem, hex “Malleus Maleficarum” activates, turning blessed totem into a hex, the totem is locked for 30s to other survivors, and for the entire trial to the boon caster. While the curse is active, none of the cursed survivor's boon perks will work. Malleus Maleficarum cannot be blessed, only clensed.

    Some food for thought.

    • How many tokens exorcism should have between prayers? how long window to use range attack before it fade out?
    • how long being nailed should lasts?
    • How long should be ranged attack created by exorcism?
    • Should Malleus Maleficarum being able to activate for every survivor, or only once per trial?
  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302300#Comment_3302300

    Ah OK

    Although I'm not sure demons of pure evil would scream or run away lol

    It works for white eye killers like deathslinger because without any weapons to fight with, Bayshore would be running away and screaming since he's human as well

    Have you played Diablo? :v lot of deamons screams and run away xD

    Besides. Its still The Entity's trick, Priest is convinced that this is normal, even if it should not.

    Remember The Spirit who kills survivors over and over thinking they all are her father on who she wanted revange, she do not consider the fact that in one trial there are 4 of her fathers.

    Not everything have to has sens in the mind of possesed person.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359088/new-killer-idea-the-priest

    I don't get it, why would he want to kill the survivors if he was a normal priest?

    Because The Entity washed his mind.

    And/or

    As white eyes theory said: he sees survs as deamos to clense.

    But its opened for debate. I can add some trauma here, bad childhood etc. But i wanted him to be tricked into Entity's thoughts.

  • That sounds like greed, this sucks.

    But yeah, it seems i can just decline the gift.

  • @waldemann said:

    So, why should it be removed?

    1. players who use dead hard/sprinter will not be able to use this perk normally.

    2. In perk still removed 25%, then why add a limitation with fatigue? Perk becomes as useless as possible.

    Here is an example of the situation:

    Fix the generator, you fly ONI in ability. You manage to get away with the sprinter, your ally is not in time and falls under the palette. You notice this and run closer, sneaking around and stalking. But ONI notices you because of your groans. As Iron Will does not work with fatigue. Result: You are dead and your ally.

    Also in this game is very important stealth.

    Or. You dont run exhaustion perks with iron will, and try to be as sneaky as possible for the whole trial, and if for any reason you get hit - iron will activates, and reduces your groans so you can STILL be sneaky.

    Its qite a second chance perk, but for stealth build, not exhaustion one.

  • I would reduce time with exposed status.

    Starstruck should be a perk that punish survivors that are too coky and bodyblock hooks. There is no need for expose to last more than just carrying survivors. And if it has to last some time, then make it an unsafe area. Starstruck works for 30s after hooking/dropping survivors, and everyone has exposed status when on terror radius, not ouside the terror radius, for a time when perk works. Refresh with every grab. It could also reduce killer terror radius by 50% when carrying or for whole duration.

  • I understand the point of the op, and i agree with it. Tho i dont argree with suggestions.

    Hooks are essential to make this game THIS game. But i agree with the fact that survs should not be removed from the trial just because. They should be respawned, and Daylight should be their timer.

    For me. Survs should do gens and escape before daylight, otherwise they are killed. Killer objective is to make their efforts as hard as possible, hooking them and maintaining pressure untill daylight (15min?)

    Example: unhooks are impossible, but after being hooked, survs are unable to do anything for set amout of time. After that time hook is destroyed and not usable for some time. So, hooks stay here, hooks makes gen being done slower (1 hook + 1 chase = 2 survs on gen). Time of gen reparing, and maybe gens require to escape should be adjusted. Hooks do not kill survs, neither piramidhead cages nor mories. Cages works like hooks but without need for looking for hook, and mori makes survivor becoming a ghost for 125% of normal hook time. As ghost surv can move freely, but cannot work on gens, use perks or clense totems etc. If survivors did not escaped in set time, all survivors dies.

    this solve lot of problems, including survivors playing competetively with eachother towards escape.

    yes, lots of perks should be adjusted, especially rescue ones. But its doable.

  • @hastarkis said:

    I don't know why describe this idea in such complicated way, we already have a perfect example for it with new Knight's hex. Every time new totem is hexed and you need to destroy hexed totem to deactivate the perk for the rest of the game.

    I like design of Hex: Face the Darkness, but not all hexes can be (and should be) buffed/nerfed that way. It will either give killer unfair advantage (as a way to manipulate their hex activation to prevent people from cleansing it) or give unfair advantage to swf (who can coordinated touch totems/gens to make hex despawn/spawn again and again until it spawns on needed totem to cleanse it) while making soloq dependends on RNG of their teammates (it is already quite annoying when Face the Darkness fades away last second of cleansing but it's ok because it's not a big deal, now imagine ruin or devour hope).

    I like the idea of lighting up some hexes only after first activation, tho. Devour Hope - after first hook, ruin - after first regression, etc.

    The key could be that if surv is clensing the hex totem it can not fade out, so start clensing means that if you dont interrupt it will be destroyed. This would make clensing more fair.

  • @daniel_owenz said:

    For me, if I kill more than 50% of the survivors, it's a win for me, even if one escapes. If three survivors escape (or more) then I count it as a loss. If only two escape, I call it a draw.

    If they pick a map specifically then I will count it as my win and not a draw.

    If one survivor escapes, it's my win and their win as well, while his/her teammates lose.

    I think this mentality helps me enjoy playing killer more, that way I don't care if one gets away through a hatch or something.

    When the game is good. It has good chases, some messing around on snowmans, and no toxicity then its win. If people are toxic or tryharding, then its losem, despite of number of sacrifices.

    Also, having 8hooks is counting towards win, do even if the game was good, but i havnt manage to get 8 hooks, because someone ff on its first hook, then its also a lose.

  • @YOURFRIEND said:

    You aren't entitled to your conception of "fun" because you purchased a product. What you're entitled to is to play the video game. That's it. Fun is what you make of it, it's entirely subjective. "Camping and tunneling" are also largely subjective with no steady and consistent definition. Everybody's got their own ide of what that stuff is. Many have a very very loose interpretation of what it is.

    What you are saying is that i should be happy by hanging for two minutes of my two and a half minutes of game time? Got it.

    But im not the only person who hates it. And either devs will convince players that its fun for just hanging on a hook, or player frusration will reach critical point, and there will be noone to play as surv.

    Yes, i know that at the moment this is how this game is played.

    What im saying is that game design CAN be altered to make it more enjoyable and less frustrating.

    Removing camping, tunneling and slugging, with buffing killers at the same time in a way they will still be able to reach 60% kill rate but with other means would do the trick.

    For now, tunneling is require to secure 1 kill and remove 25% of survivor survival chance and end in win game for killer.

    But killer should be able to win the game without this methods AND those methods should be mechanically banned, to prevent killers from doing this.

    You may say that im egoistic to say that others have to play as i see it... but with this logic, you (and campers and tunnelers) are also egoistic because the same reasons... even worse, because im just talking about this, and tunnelers are forcing their playstyle on others. So with this logic im even more right.

  • @serphos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/355234/entity-and-licensed-characters

    The Lament Configuration quite literally showed up in the realms one day, somebody solved it, and naturally Pinhead and his Cenobite friends did what they do best.

    Since I cant imagine the Entity is too pleased that Pinhead literally STEALS SURVIVORS from the Entity, taking them to Hell for later torture. The Entity does not seem capable of altering Pinhead's powers, which seemingly have not changed like the rest of the killers, he can still teleport, become non-corporeal, summon chains, and likely still has all of his other powers.

    The Lament Configuration is the only thing that has been modified to the realm and it's possible Pinhead himself has did this. As we see at the start of every trial with him, he teleports the box somewhere in the trial unbeknownst to even him, probably on purpose, showing he does enjoy the hunt to some degree.

    And no, the characters are not copies, Adiris and Mikaela are proof of this. One whose body has never been found having supposedly died to the Plague which would become her namesake, the other dissapearing before an entire audience. Let's remember, killers and survivors are brought to the realm in the same way considering Talbot Grimes was once a survivor.

    And the Entity enjoys the survivor's suffering and feeds on their souls, and tortures the killers into doing it's bidding, it makes no sense for the survivors and killers to actually be an aspect of the Entity. Also Evan Macmillan (Trapper) has actively FOUGHT against the Entity, so yeah no the killers and survivors are actually them.

    Trapper, and Plague are not licensed characters. This topic is about LICENSE characters.

    And my first post started discussion about killers, not all license characters, so if you are quoting me, and trying to argue with me, then try to also aknowlege this fact.

    The only thing that was an argument, was pinhead, so:

    Is he teleporting survivors to hell? How do you know that? As i have posted, this may only looks like this. But what really happen to that survivors? They are still in Entity realm, so they cannot be taken to pinhead dimension.

    Also, his powers are altered by the entity... why he is so slow when vaulting, even if becaming incorporal? How is it possible that his vault speed is exactly the same as other killers? Why cant he freely teleport and hurt survivors? Why only to the box? His entire presence and power fit the rules of the trial, and thus - are either altered by the Entity or tonned down by pinhead by its own... but why would he do such thing?

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284269#Comment_3284269

    I'll have to have a look but I did read somewhere in the official lore that the entity wipes the memories of a surv who dies and is ressurected i.e. mori or bleed out.

    And wiping the memory makes sense. Their fear would be strongest if they didn't know what was going on. If they are familiar with what is happening they get inured to it. "Oh yh same formula I have to fix the generators to escape or this thing is going to kill me, but I won't actually die I'll come back so really it'll just hurt a lot" as opposed to "holy ######### why the hell is this creepy dude in the mask trying to kill me?! I need to run for my literal life" And the entity discards survs who can't feel emotions anymore because each time to die it feeds on them and presumably takes a little bit away, like a tiny chunk of their soul.

    Maybe its both.

    Entity wipes memories of death, but keeps memories of escapes so that survs still fear of death but remember horrors of trial and with each of those escapes they loose hope that escape or even death is really possible (especially that in their perspective no killer ever trully managed to kill them).

  • @Seraphor said:

    I second the chance idea.

    Have base versions of things, and then 'lucky' versions, with a small % chance of them occurring.

    So 'Lucky skill check' zones that are 50% bigger, with great skill check zones that are 100% bigger.

    Wiggle skill checks that increase your wiggle bar by 200%.

    'Lucky' skill check fails that don't cause a loud noise notification.

    Maybe have a base chance of 1% (this is still very very low if you consider how many of these things happen per game), up to a maximum of 25% with full luck stacks.

    This one sounds qite good

    Regular skillcheck, and 0% chance of getting lucky skillcheck, which has great zone instead of good zone. Every luck point increase that chance by 0.5%

    Regular loot, and 10% for lucky loot, every luck point increase this chance by 5%

    Regular wiggle, and 1% for lucky wiggle when hitting great zone, which decrease time of being carry 2x as much as great check. Each luck point increase that chance by 1%

    this could be good idea to get deeper.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275699#Comment_3275699

    I think you lack hours at the game to understand that the game is more complex than "it takes 450 seconds to complete 5 gens". I keep explaining how transferring a safe gen to an unsafe one is a strong effect and you keep talking about total gen repair time.

    Overzelous follows the exact same principle. Actually I'd argue both perks are very very close in their effects and conditions, but you transfer totem time to gen time, losing total speed in the process. Yet no one cries about it.

    No. Im talking that if you are bothered by the killer, its too much risk of loosing tokens, and if you are not bothered by the killer (which is your argument) you are better at not wasting time.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275055#Comment_3275055

    Well you keep repeating that "IF the killer finds you",, but if you play well, you're not going to have that problem, even if thje killer comes at you soon after you finish a gen, you won't lopse stacks if you loop the killer at least until the nearest generator.

    And, if you're bothered by the killer on a dead zone, it means your 3 mates are working on generators anyway.

    The effect is INSANELY STRONG. INSANELY. Of course it deserves strong counter effects. Being able to instantly finish 20% of a generator is absolute madness.

    Yeah... im argue with term "instantly" you are loosing 10% progress to complete this 20%. You are spending 27s at one gen, to progress 18s on another gen, and in result loosing 9s of gen progression... i cant say its "instant" it may look like "instant", but if you spent more time at preparation, then it is not "instant".

    And yes, im talking IF, because you are also talking "if" - if killer is buisy, if you can loop him, if you can stay hidden. But in reality, if you can do that things, then you are better at NOT using this perk, and NOT wasting this 9s of progress, because in that case - killer will not bother you - Doing gen normally will finish those gens quicker. Unless killer is bothering you, but then there is too much risk of loosing not 9s, but 27s of progress.

    It can be a counter to perks that work on specific threshold of gen progression. But this is so niche situation... i mean, before you know that killer is using this perk it already lost at least 20% of its usfulness.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273865#Comment_3273865

    If you get hooked first, Liberation has no use.

    If there aren't heights, balanced landing has no use.

    If the killer knows how to play around dead hard, no use.

    If you don't find a window, Lithe has no use.

    If you're full life when gates are powered, Adrenaline has no use.

    If there are no gens around a surfvivor falling, Jolt has no use.

    If you find and down a survivor fast, Corrupt has no use.

    Not all perks have guaranteed value. And that's fine. The way you play will heavily influence that. if one of you gets hit, that's a perfectly fine and acceptable loss.

    And no, it's not faster to just do the gens, because workiong on a very isolated generator is very easy and there are good chances the killer isn't going to check it.

    Toi better understand, just imagine the perk has a much higher token limit, like 100. It means you could spend a very, very long time on a generator, as long as the killer is busy, then you pop two gens at once. Taht is brutally insane.

    Those perks has strict conditions, if you met them, perks works.

    Potential energy is is quite difference. You can do your best, and still have no use of this perk.

    In example of 100 tokens... You assume that killer will not bother you... in that case, just NOT using this perk would end with finishing those gens QUICKER... so still no use of it.

    To use this perk, killer must have things towards you, but never actually hit you.

    I may never use blast mine perk, but it oes not matter, because im not loosing any progression when trying to use it. I w8 if killer is near, place mine, and slowly step back - if killer kick the gen then yeey... if not, then... no yeey. But i lost nothing.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273532#Comment_3273532

    To really understand the value you have to see what you can do with a swf playing this 4 times.

    Finish a VERY safe gen with 2 remaining gens, then instantly 80% a generator. It's insane.

    But, I wouldnt advise the perk soloQ.

    You assume here, that none of your teammates will get hit.

    And even so. Doing gens normally wouldnt be faster? You spare 120% gen progress to make 80%... Wouldnt it be faster to just... Do the gen? How this slower progress is better than faster progress?

    I can understand that You see killer approaching You and You use it to finish the gen. But You already wasted your time to stack the perk... What if killer hit You before You get to another gen? Will You use this perk on gen You just gathered tokens?


  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273173#Comment_3273173

    Basically, you should see gens as a more complex objective than just "doing 5 generators, 90 seconds each". Some generators are stronger than others.

    What this perk does is trading generator complettion from a safe generator to another gen usually much easier to pressure by the killer. It can be used to either avoid a 3 gen situation, or purposefullu create a tri-gen, and rush the last generator 'preferably if multiple survivors have that perk)

    You need to be able to lose tokens, otherwise it'd be way too strong to just hold on your tokens until the last generator.

    Still... Its high risk, low reward perk. You loose 10% of gen progress and risk loosing next 20% by just getting hit, for what? Faster resolve 3 gen situation?

    You loose half of your tokens after 60s of getting hit IF you dont heal in that time and loose all tokens after hook. This would be much better condition imo. Tho as i said - im not a survivor player. Maybe i just cant see a situation when current version would be worth to take... I mean... its usage is so situational that you would be much better by getting ANY other perk.

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/355062/original-wraith-lore

    I found cool video about this topic recently. Check it out. Sounds super reasonable.

    https://youtu.be/bkE8wkfIm6I

    I just watched this video. Im nut pretty sure that Wraith original lore was what is now a Hag lore :x

    And there is ask for devs. Pls, bring back original Wraith lore. I dont care that it does not fit Autohaven :D

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273222#Comment_3273222

    Ah sorry misread your post. Thought you were talking about his swamp/woodland skin. My bad.

    I was talking about his swamplike look. By default he looks like a swamp monster, his cape, slender look, his branch looking mask.

  • Either way, their "self", "soul" or "mind" is the same.

    Except for licensed characters, or killers at least - IMO they are not real characters but only Entity made copies.

  • Okay, i can agree taht in few situations it can be viable... but will someone really choose this perk and pray for such situations? Or they will take it just in case, and eventually waste perk slot?

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/355062/original-wraith-lore

    I mean not all of the cosmetics canon with the lore. Devs have said they are not all canon. Most of them can be explained by the whole dreams and memories warping things in the mist and changing the killers, or the skins actually being different killer entities.

    Like Oni's minotaur skin being a form he was changed into because many survivors know the old greek legends and stuff like the baba yaga, the looksee and the chatterer etc just being different killer entities in the realm.

    Okay, i hear you.

    But... where i was talking about skins? I was talking about Wraith addons, and general look.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273173#Comment_3273173

    I use it right at the beginning of the match at a far away Gen. If someone helps you repairing it's better. After finishing that Gen I go to the middle of the map where there are often unsafe gens or I go to a side of a map where there are usually 3gens and start there normally. If the killer comes I use the perk so I don't lose tokens.

    You can also counter tinkerer and merciless storm with this. Even Pop or Pain Res can be countered with it.

    Really? You lose 10% gen progression to go to unsafe space with mere hope that you will not loose another 20% progression?

    But okay, countering mercilless storm and tinkerer is somehow usefull for weaker survivors... but will they know when to use tokens? Experienced players will not have troubles with those perks unless against doctor with mercilless storm. And im not sure if tinkerer is telling survivors that it worked. I dont play surv often, but i dont recall anyindicator of tinkerer (maybe im lucky enough that someone already trigger it on gens i have done, or killers never used it), and i never had problems with mercilless storm skillchecks. But yeah, on paper this can be viable usage of this perk...but.. you dont know which perks killer use, and taking potential energy just because it may happen to work against those perks... its just a waste of perk slot. Even more - trying to stack tokens on first gen without knowing if there actually is a mercilless storm is stupid. And using it after knowing that this perk is in use means that one gen will not trigger it, potentially more.

  • @HoodedWildKard said:

    Yh I'm pretty sure the lore is that the entity resurrects survivors that are sacrificed or die in the trials and wipes their memory too. Untill their soul is slowly drained and erroded unto nothing and their husk is dumped into the void.

    I think that survivors massacred by mori would need new bodies xD

  • @Canas said:

    It's more likely that every single being in the Entity's realm is just a copy/clone. If there were any actual human survivors to begin with they'd be already dead after a couple of trials and replaced with a copy made up of auric cells for the rest of the continuity. The Entity is pretty much sustaining itself by creating extremely lifelike simulations.

    With their bodies? Yes. Those are trully just clones. But i believe that their minds are real. Entity keeps their mind and soul intact to feed on them, and after each sacrifice, it gives them new body, and heal them after each trial.

1 … 13 14 15 16 17