BearWolf_51
BearWolf_51
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- BearWolf_51
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Comments
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@AdmiralX said:
https://forum.deadbydaylight.com/en/discussion/comment/820428#Comment_820428
Yeah, the numbers are probably quite high. It's still for a single survivor though, not for all 4, so the number could be a little higher than the number on a perk that affects all survivors. I still think that it should be the other way round, if the killer hooks everybody and then sacrifices a survivor, he did his job, so he should not be dealing with survivors repairing faster.
I don't think it's good for a high number affecting a single survivor. Seems unfair since that number will soon affect all other survivors and a high number combined with any slowdown perk or a build to slow the game would be VERY SLOW (I use Dying Light, Thanato, Sloppy and Ruin with Wraith for the higher ranks and unless they're all w/ toolboxes, they can't get many gens done before the game completely stops with my DL stacks. If I had the 15% from agony in every survivor, they trying to fix a Gen might make it go backwards). A 3-5% agony and 5-7% despair sounds ok.
I think that the bonus repair speed, even if the killer hooks everyone, it's fair. After all, it will become active only when you kill your first survivor. By that time, you've hooked most survivors twice (if you're not tunneling after you got all 4 hooked once). Either way, they'll repair faster (if there was no tunnel, it's just a 2% bonus speed) but they still in disadvantage as they're 3 and at least one of them it's now being chased. If you are a good killer and didn't Tunnel, a 2% bonus repair speed for the remaining 3 survivors won't matter much.
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THANK YOU FOR MAKING THIS POST. I didn't notice the Left Behind change and now it sounds like a very useful perk while playing solo with a bunch of bad survivors (90% of matches)
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I like this idea a lot. There would be an actual incentive in game not to Tunnel and a very good incentive to hook each survivor at least once before thinking about tunneling. Although the percentage of speed sounds a little too much. 15% it's almost a full thanatophobia, this combined with any slowdown perk sounds insane slow. Maybe a 3-5% for Agony and 5-7% for Despair.
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@Onyx_Blue said:
Yeah it is, a perk that effects skill-checks not having any quality to it that boosts what it does is odd. Look how often it is right now that survivors have done about 2 full gens and not gotten a skill-check. Unnerving Presence has this aspect to it; it'd be cool to have more perks do this. Current Lullaby, Ruin etc would benefit from this addition
If you want a unnerving presence effect, use unnerving presence. Otherwise, what will be the use of unnerving presence? Besides, doing gens with no Skill Checks is VERY RARE, do multiple and you just wasted the luck of your entire life. The redesign DocOnLoose suggested it's already way too good. The players will be cursed until the killer has 5 hooks. It's a ruin that can't be removed unless you let yourself get hooked and your teammates do the same. Otherwise, the only way you can get gens done early game is if you're very good at doing great skill checks or being lucky as you said. Suggesting that a perk that already sounds OP to get a bonus of increasing chances of skill checks sounds insane (even more if combined with unnerving presence. The killer just has to be on the map to prevent ANY gens to be done) and it would be impossible for anyone that can't get great skill checks every time to do gens (new and average players).
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The thing is:
If you can't play against a certain killer you have to adapt and learn how to. That's a fundamental part of the game. If you gonna pick and choose the killers you want to play against just because you already know how to play against or counter them, then you're not playing the game right. It's all about adaptation. You adapt your perks so that it doesn't matter who you're against, you can survive or at least get a better chance of doing it. The same applies to how you're going to play the match.
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I always wanted to rotate killers just like survivors do, even though I couldn't I, always tried it. Now I can and I love it.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/815664#Comment_815664
But We’re Going to Live Forever exists, a perk that famously does jack ######### in regards to helping you. All it does is waste a perk slot for a potentially better perk, and that just circles back to your argument; why use it if it wastes a slot for something else you earned? The reason? POINTS. There’s nothing wrong with giving the player more options to gain points and incentivizing them NOT to rely on perks is going to ultimately help them in the long run. I’m not really sure what kind of argument you’re trying to go for, it doesn’t make a whole lot of sense; again, seeing as the perk WGLF exists and it doesn’t to a single thing, unlike BBQ&C.
I disagree. WGLF is a perk and you use it to get more BP and that's it. It doesn't do anything else but that. The difference is that WGLF takes one slot for the possibility (honestly is not that hard to get the 4 stacks) of 100% Bonus BP but you still able to use other 3 perks. There's a big difference between using 3 perks with 100% bonus and none with 100% bonus. I agree with drimmalor as from a game design perspective, it doesn't make sense to get BP so you can get perks, but then not use those perks so that you can get more BP to get more perks you won't be using. Either way, since WGLF exists, this bonus doesn't sense. Maybe they could create a very rare offering that gives you 50% bonus BP for each perk slot not used (secret offering so you don't get a killer using the I'm Gonna Tunnel You Forever perk). Now that would be great.
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For all of you saying that Level 1 was way too easy, this is how Level 4 looks like. Also, these levels are all Tome 1, it's not a new tome every two weeks. A new tome and a new rift will be released every mid-chapter. The levels are released every two weeks so that everyone don't rush and get the tome and rift all done in 1 week.
