Bennett_They1Them
Bennett_They1Them
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2654515#Comment_2654515
Less fun if it had no CD and two players with Saboteur could make themselves basically unhookable by sabotaging everything within a mile of the killer when one goes down, though.
yeah, I agree with that.
maybe just make it so incomplete sabo attempts don't consume the perk?
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@ColonGlock said:
Run Unrelenting to counter dead hard validation hits. I know it is not meta but what can you lose trying it out? You can bait pallet drops and get sick grabs besides allowing you to get hits that they do not expect. You just have to be confident enough to give up a perk slot.
confident that people are running dead hard? those are good odds.
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@RYANGUNSLINGER said:
I want to be able to kick him farther and watch him ragdoll across the map like a tiny soccer ball
bp addon
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@Raccoon said:
"MAKING PERKS MORE EMOTIONAL/DRAMATIC"
I take it you have not spent much time on the forums....
*ba dum tiss*
I meant gameplay wise, not on the forums.
good joke though.
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@Mebstar said:
with the release of dbd on epic, will they make all the characters that are default unlocked on console free on steam?
I'm pretty sure you can get them using Iri shards, so... sorta?
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@nostrada96ass said:
I couldn't detect the undetectable killer with ooo, but the spine chill detects everything
and its all one sided effects, killer can't even know who using spine chill
also this perk directly helps your chase for increasing users vaulting speed
how ooo not rollbacked while spine chill existing
this perk is too good i can't try another build
could be interesting to try.
it would also make premonition more worth running. (assuming you cut the cooldown by a bunch)
side note: wouldn't premonition just be more fun if it showed a flash image of who the killer is/what they see* (this would have to have a hefty cooldown)
maybe spine chill could have an effect on the edges of your screen?
maybe different kinds of perks could, too. dang, I oughta make a discussion topic about this.
*a la Until Dawn
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@GoodBoyKaru said:
SurgeJoltRemove the cooldown, or remove the basic attack requirement. Have the range be the tierable number of 28m/30m/32m.
maybe it could also be based around the survivor's location when they go down?
maybe in an area around all survivors? (that may be busted)
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/2652270#Comment_2652270
How they don’t have deaf settings is beyond me. I’m losing hearing in my right ear so using headphones on console is a must right now.
yeah. I mean, my earbuds that I normally use just had the right earbud fizzle out, and I realized I straight up couldn't play.
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@Smuk said:
Thats the community yes.
Its much simpler and better method than emotes.
Some prefer to speak, other dont. DJ can be muted. But basic comms as lets do gen, heal me, ill go help that guy is not a game breaker. Not as using discord chat
yeah, like tf2's system.
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@Mandy said:
As someone who plays both sides, I'd say play the way you want to as long as it's within the game rules - same as they are playing the way they want to, again within the game rules.
It's not a playstyle that I enjoy, same as camping/tunnelling isn't a playstyle I enjoy either - I play for the chases and the mind games from both sides. But stealthing and completing the gens is part of the intention of the game, hence perks to assist with that. I personally find camping to be super boring and it's not something I would do, but I don't really see players hiding in lockers to avoid BBQ either, so I don't have any issue with this personally. Plus all my perks in my builds are information and/or chase perks.
yeah, honestly.
I only ever see survivors hide in lockers to avoid me when I'm running kindred...
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@archaco said:
https://forum.deadbydaylight.com/en/discussion/comment/2634892#Comment_2634892
I’m try to rank not get free blood points. People play the game for different reasons don’t knock me because I’m a different player.
I wasn't. sorry, I was just politely ribbing.
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/comment/2646245#Comment_2646245
https://deadbydaylight.fandom.com/wiki/Score_Events
Not sure what you mean about safe hook rescues being worth less. Hook rescues are worth 1,000 / 1,500 / 2,000 depending on the type. And if it's safe, you get an extra 500.
oh, I meant that the act of unhooking should be worth less than the hooking being safe, to discourage farming.
also, what do you mean "depending on the type"?
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@Msterflex said:
I mean if you get unhooked and then try to go to a almost completed generator or try to cleanse my totems or even just stay at the hook to heal then ya I’m gonna down ya and put you back in the hook. No I ’m not gonna chase after the survivor who try’s to distract me from the objectives I need to win. It’s not toxic tunneling you just need to use your brain 🧠
I mean that's fair.
I'm not going to hit someone as soon as they're off the hook (they're not totally off the hook about that, lol), but if they run right into me or start healing someone, I'll slap 'em.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2650126#Comment_2650126
What if they cancel each other out?
darn. hadn't thought of that.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2652734#Comment_2652734
Or self care
Or use a medkit idk yet.
yeah...
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2652730#Comment_2652730
I was looking at
Overcome
Iron Will
Lucky Break
Boon: Shadow Step
To escape chases
it may be better to swap shadow for coh.
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@Marc_go_solo said:
As a side note, I do find this chapter's lore interesting in the fact that the killer had zero responsibilities for the deaths of those around her, whilst the survivor can be linked (albeit unintentionally) to lots of deaths. I do like that unusual contrast.
kinda similar to plague/jane's whole thing.
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@Avilgus said:
Lucky break is way better, especially with a good medkit
heck yeah.
I hadn't even thought of that.
self preservation could also work.
I saw someone had an idea about having lucky have an activatable duration when becoming injured, but dropping the timer before you can't use it anymore.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2652270#Comment_2652270
no to mention from the get go, the chiming sound the boons make its laguably soft, unless you are at least around 9 meters from them you arent going to heard them at all, hell, a half done generator sound easily eats the boons, lets not even add to the mix the grunts of survivors, atack sounds of killers or the chase music...boons arent easy to find at all unless you are actively looking for them combing the area
yeah.
I'm of the opinion that until the sound is fixed, you should be able to see their aura while within the aoe.
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@Shroompy said:
Me and 2 friends were ######### around and all running Pizza Dwight, (when that was still was thing)
They had the names "Cultist" and I was "Cult Leader"
Well a few games in, our random saw our gimmick and also ran Pizza Dwight, we got the game and we got a Billy who was also just messin around, we were all taking turns repairing each gen (Billy was really bad at it tho >:( )
Next thing you know the random friended me and we actually played as a 4 man group for the next few months after that. Unfortunately the 3 others dont play the game as much these days.
Those were some good times...
"Pizza Dwight"?
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@ReikoMori said:
Here is the issue though, if you're not a killer who uses totems very often, you're probably not going to find them in a worthwhile amount of time. It would be nice if killers could have a visual indication that they are in a zone effected by a boon totem because directional audio isn't the greatest in dbd.
I second this heavily.
also, coh and shadowstep against someone with hearing issues is just a win on a platter.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2652104#Comment_2652104
Each to their own I guess. I don't mind it.
https://forum.deadbydaylight.com/en/discussion/comment/2652112#Comment_2652112
That is very good news. Although I can't see myself playing him as much post patch, one of the major reasons I enjoy him is his addons which provide totally different playstyles and most of these are gonzo.
yeah.
I think his summoned chains need a buff, and the box needs a slight nerf.
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@Seraphor said:
Eh, not too keen on killer add ons affecting such base game things as the fog.
I think what PH sorely needs is an add on that allows his ranged attack to automatically inflict Torment.
Honestly his dailies are the worst in the game because survivors just refuse to step in the red goo.
I agree.
I've been trying to come up with iri addons that reflect the original games they came from (as of the last half an hour).
I think the dailies should be changed to "torment four survivors/punish 4 survivors"
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@[Deleted User] said:
I like his current iri add-ons though
The umbrella badge causes vaccines to make survivors exposed, which is referencing the fact that Umbrella Corporation is not what they seem
Shattered Stars badge makes zombies faster because why not
for sure.
maybe those could be fused into one addon, and these could be fused into another?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/295914/the-box
I love it when survivors try this.
It's basically like having a dead survivor. They can't do anything but run around. Ignore them and pressure gens.
What bakes my potato is when survivors drop me into a jungle gym, or somehow solve it in very quick bursts so I'm never able to teleport to them. I have no idea how this is accomplished, I don't even get a 'heartbeat'.
that only happens while chain hunt is active. that bit's getting patched out, don't worry about it,
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@StarLost said:
Man, this would be such a gift. I'd be able to put together far more creative builds without worrying about a mandatory slot to help make the grind a bit better.
It's absolutely nutty that I can throw 4m BP into a killer and still not unlock all the perks I want to experiment with.
Thoughts?
yeah.
it'd be nice to just get double bloodpoints.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2650662#Comment_2650662
His chains are the big problem with his kit, imho.
He could be pretty decent if chains took a little longer to break and you could walk through them without breaking them.
yep.
totally agree.
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@[Deleted User] said:
Failing the skill check kills the survivor
I don't know about that...
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"everybody yeeah Slashing bodies"
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2650403#Comment_2650403
If you’re on hook and they do that, that’s them being toxic. You can’t boop on hook. You kind of have to “read the room” to see if it’s a boop the snoot scenario. Like two of your teammates DC’ng & you have 4-5 gens left, or you haven’t seen the killer for 8 mins with no one hooked or injured, and pig crawls up to you snarling. But even then, nothing is guaranteed.
that's fair.
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@SunsetSherbet said:
A lot of Pig players get irritated by it because they just want to play a match but there is a significant amount of survivors who think that booping the snoot=now the Pig player goes docile and everyone has fun. Which isn't what killer players generally want.
right.
did you see my edit?
I don't want or like farming games. I'm just wondering if the meaning has changed.
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@GentlemanFridge said:
I mean, with it literally being called an 'Ambush', I highly doubt it's meant as an anti-loop.
That said, I would much prefer for her to start her roar the moment her charge actually begins, as opposed when charging it. That never made sense to me anyway.
or, better yet, have it after she hits.
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@Blueberry said:
Heck I'd just like to see her ambush actually function as anti-loop..as intended..before even getting to pallet break stuff. Her ambush has been garbage since release.
really? I had no idea it was supposed to be anti-loop. I've only ever used it for, well, ambushing.
try pretending to lose chase at a jungle-gym, entering stealth, and then watching them predrop the pallet and go right into you.
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@StarLost said:
The meme died, was buried, was dug up, buried again and finally stuffed and mounted.
It's one of the most annoying parts of playing Pig.
People will meme and expect you to let them get a free win. Every single game.
If you don't, you'll be cussed out in the lobby.
I think a lot of Pig players are a bit fed up with it now. If you do the meme on like 2 people left and 3 gens up, I'll probably let you go. Otherwise, it really depends on my mood.
I don't really mind that they weren't friendly, just that I got super tunneled and camped.
meh, it was my own fault for going down the first time.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/295748/the-devs-need-to-address-how-disgusting-swf-is
I agree with you at least in spirit.
On one hand, it gives just too many advantages and has created an impossible balance situation.
On the other hand, I'm completely sympathetic to people preferring to play with their pals.
The big problem is that there's a really easy fix, which I and others have suggested on occasion.
When people queue up as an SWF, assign them a temporary artificial MMR inflation. Say, 1.1x for a 2man, 1.3x for a 3man and 1.6x for a 4man. This means that they'll be put against a more skilled opponent to compensate, which removes that problem of stompcomps in less skilled MMRs.
That said, here's a trick I've discovered to deal with toxic SWFs.
Turn your killer to face a wall, then go and get a coffee. Enjoy your coffee. Watch an episode of Futurama. Then come back to the game.
You're wasting more time of theirs than they are of yours.
https://forum.deadbydaylight.com/en/discussion/comment/2649994#Comment_2649994
Must...not...make...obvious...dirty...joke...
https://forum.deadbydaylight.com/en/discussion/comment/2649850#Comment_2649850
The issue isn't 'playing with friends'. That's totally understandable.
The problem is just how much of an advantage SWF confers and how that makes it impossible to balance a game in a manner that's fun for both solos, SWFs and killers. One always loses out and it sucks.
https://forum.deadbydaylight.com/en/discussion/comment/2649881#Comment_2649881
See my first post. It's what a lot of other games do, and it tends to work decently well.
https://forum.deadbydaylight.com/en/discussion/comment/2649892#Comment_2649892
Having 1 toxic survivor in your match and having 4 toxic survivors coordinating to make your life miserable are very different things.
shoot, I didn't see that at all. oops.
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@ukenicky said:
So I was thinking about it recently and realized that Pyramid Head has two niche perks that actually really help in countering Circle of Healing and Shadow Step (Somewhat).
Forced Penance and Deathbound, both of which have no cooldown at all which is nice.
Forced Penance allows you to inflict Broken on survivors who take protection hits which helps negate Circle of Healing for a while and Deathbound can reveal the position of survivors who are healing up in a Circle of Healing as long as you're within 32 meters of them which isn't too difficult if you're tracking them.
I've yet to try these but I'm going to next time I play killer. The only problem is making space for them since I do love my spread of BBQ + some regression..
Additionally Bloodhound has been helping me track survivors via blood through Shadow Step and Iron Will and Haunted Grounds is always a great choice for anti boon help.
Honestly just the Exposed status effect in general counters so much in this game. But yeah, personally I think Forced Penance might be the better choice since a lot of people try to tank hits then run off to heal themselves in CoH. When Overcome hits live especially I think this will be an even more prevalent play style and I think FP could help with that, what do you all think?
undying, thrill, haunted grounds, and bbq (I guess) can all help with boons.
Edit: Thanataphobia, too.
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@TAG said:
I don't actively camp/tunnel a Survivor who boops my snoot, but I have zero qualms about downing them immediately. You are not entitled to walk away because you thought I wasn't interested in trying to play seriously.
That said, I do get a certain amount of enjoyment out of pretending not to know what booping the snoot means in post-game chat.
of course, I wouldn't want a free pass, just to not be camped to death.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2649787#Comment_2649787
Eh. I'm not really a fan of this - it can very easily come over, intentional or not, as seeking special treatment.
I already have the odd person threatening to report me for 'tunneling them because of the pride charm' or 'camping them because they play Claudette' - and one particularly bizarre game where I was told 'it wasn't right' for me to play Hag because I'm 'wyt' (yeah that one had me scratching my head).
That said, if you enjoy it and find that it grants you some sort of personal fulfillment, go nuts :).
https://forum.deadbydaylight.com/en/discussion/comment/2649802#Comment_2649802
Yes, I often try and give the last person the gates/hatch and sometimes they'll fight me on it. If they don't want a free lunch, I'll just finish them off.
https://forum.deadbydaylight.com/en/discussion/comment/2649760#Comment_2649760
Yeah. This has been the one and only time a survivor has given me a pity hook.
Full on toxic sweatsquad, Haddonfield offering, 3 further hook offerings and clicky clicky teabag teabag all the way. They constantly hugged the infinite and would abuse it the second I chased. Ended up with like 2 hooks the entire game. The last person gave me a pity kill, I think she was genuinely embarrassed by the conduct of her companions.
right, that's why I specified I prefer normal gameplay.
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@Ssajbambusa said:
@Bennett_They1Them Totems are very loud? The closer you are the louder they get?? Do you really need aura reading???
I mean, the directional thing needs some work.
as far as I can tell, most people can't easily find them.
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@Fobbo said:
There are agressive piggies. Even tho you boop them it does not mean they have to let you go but some do
well, I didn't mean to sound entitled.
farming games are boring.
I just thought it was odd I got facecamped to death and tunnelled after being visibly friendly.
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@Laluzi said:
Nope, it's just that some Piggies don't care about the boop. I've had bad luck on that front lately as well.
Running into a Pig in the wild tends to yield either a total memelord or an absolutely ruthless, nasty player - Pig has pretty above-average options when it comes to removing a player from the game and some people play her for that part of her kit specifically. You boop for the first, but sometimes the snoots you reach out to are not friendly. Boop with caution.
I mean, I ask because while I was on hook, they did the "rr r rrrrrrr" thing.
they didn't even hat me...
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2650000#Comment_2650000
Sounds like a rapper name lmao
"hit big skill check while working on a generator
in chase drop the pallet - smash hit, see you later."
Yun-gen 😎
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@Sonzaishinai said:
No no you don't understand.
They've seen you can genrush if you just don't heal and focus gens.
Let's ignore that to pull that off every survivor needs to atleast be decent to good at looping while injured.
And that different killers might need different strategies.
yeah, that works in theory, but when they all seem to have an archive to "run straight into the killer" or "die within 60s" it's tougher.
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@CrowVortex said:
https://forum.deadbydaylight.com/en/discussion/comment/2650288#Comment_2650288
Maybe they have resilience or other perks that activate when injured i guess but if not, Splitting up against Oni is not such a bad idea too, If not that either, then yeah it's questionable.
yeah. no perks that would help.
the tipoff they were being dumb to me was the killing themselves on hook.
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@Bennett_They1Them said:
memes only please.
you take a hit for your injured teammate after finishing a gen, and then being sandbagged and downed.
following this, said teammate tbags you and self-cares.
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@JPA said:
you escape 5x in a row cause its easy
no, this is a discussion about soloq horror stories, not normal gameplay.
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@CrowVortex said:
Well once his power is in full swing healing against an Oni just wastes a lot of time in my opinion. It's a bit like people healing against a Bubba / Iri Hatchet Huntress or whenever NOED is in play. Out of his power, sure, heal. But if there's less than 3 survivors not much point.
they ran away from healing.
they did gens instead.
at 4 gens, with ruin + tinkerer + pop.
and without dropping nearly enough blood to power oni.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2650163#Comment_2650163
I feel like most people on this forum never played solo q in their life, it's either just killer or swf. If I got this god teams with their god plays in my games, solo q wouldn't be such a pain.
I've played solo Q.
I understand your pain.
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@Faulds said:
Hello everyone,
I was looking for a way to post feedback concerning dbd, so here is some suggestions (about the survivor gameplay):
*Survivor perks:
-Autodidact needs more skillchecks, and a warning to the teammate (like we'll make it). Because you have to play 100 games to actually gain any value from the perk (i usually can only get 2 to 3 stacks).
-Plunderer's instinct could benefit from a speeding bonus for opening chest. Ace in the hole and plunderer's could be having an area of effect to prevent teammates from wasting chests (yes it happened to me multiple times).
-We'll make it could definitely be increased to a 120 seconds duration (especially considering the "boon circle of healing" is more useful)
-Self care should be at 100% healing speed (the boon allows it, and for multiple teammates)
-Borrowed time could definitely work for the user of the perk when he is unhooked also (its sad that you need to bring ds and bt, and have less diversity in serious builds)
-Boon totems should only work once (hex perks only work once); the radius could be increased to 32 meters
-Circle of healing should only increase the healing speed of someone who heals others (on top of the self-care ability)
-Soul gard shouldn't have an unbreakable effect, but could protect a teammate that you got up from the ground with the endurance status effect (or you could give that last effect to buckle up)
-Kinship do not work in solo q, because there is no warning... the perk icon could be put beside the perks slots of the teammates when the user is on the hook (and lighted if a survivor is in range)
-Mettle of man could only work once per trial, and get stacks for safe unhooks (the aura reading penalty should be removed)
-Balanced landing should reduce the drop stun by 100% the time it activates (it is so annoying to get hit because of the little stun that you still get)
-Situational awareness should reveal your aura to your teammates (map wide) when you're working on a gen; could reveal aura of teammates working on a gen within 32 meters
-Built to last should only work once
-Street wise should be increased to 50%, and should not stack
-Pharmacy should work like the perk flashbang from leon: work for the equivalent of 100% of a gen, and get a syringe (from a locker) that heals like a brown medkit
-Guardian should hide pools of blood and scratchmarks of the unhooked survivor for 12 seconds
-Premonition is useless (especially when you compare it to spinechill): you could make it so that, when the user of the perk is in chase, his aura is revealed to his teammates map wide (the user can also see his teammates aura)
-Lucky break could be changed: 12 seconds of no scratchmarks and no pools of blood after a hit
-Breakdown could work when the user of the perk is unhooking a teammate (maybe reduce the hook respawn timer then)
-Stake out number of stacks could be increased (at least to 6 stacks)
*Survivors bloodpoints:
When playing survivor, i get way less bloodpoints than when i play killer (when playing killer, i can easily get 30k per match... but not the same can be said for my survivor gameplay). I've thought of some simple ideas to deal with it: for every gen done by the team "every alive member get 1000 bloodpoints" (it already happens with some events; i'd prefer if it was base kit)/ escaping through the hatch should give 5000 bloodpoints, and escaping through the doors should give 7500 bloodpoints (especially when escaping through hatch is not considered as an escape by the mmr system).
*NOED rework:
NOED allows killers to get easy downs against disorganised teams, and doesn't even activate against organised swf. There is a way to make the perk more fair: when the fifth gen pops, the killer has a "one minute" noed. The DS/ KEYS and MORIS reworks were right... now its time to finish what has been started.
mixed bag, but I like most of these.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/295552/anybody-wish-the-game-really-looked-like-this
eh, maybe.
I'd try it, for sure.
(shrug)
the props look a little goofy to me (the locker being really wide, for example).
but, it's very good.