Bennett_They1Them
Bennett_They1Them
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- Bennett_They1Them
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@JCZ said:
- Dwight now looks like an animated character from a 2000s kids show.
- Why did you decide to give meg chipmunk cheeks?
- David looks much better very proud.
- Laurie's eyes look like they are from a sci-fi alien movie.
- Thank you for fixing Feng's hair.
- Kate also is like Dwight, looks more animated and worse graphics than anyone else.
- WHAT THE F... did you do to Adam, why is his head shaped so weird and his eyes so red/bloodshot, worse than David's last portrait.
also, why does laurie have dreadlocks dipped in playdoh now?
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@TheSubstitute said:
Just something that always confused me. It just seems standing there doing their tea dance in front of the killer who has to watch you to gain power and has add-ons that allow him to down and/or kill someone with one-shot is a colossally bad idea. It's about the only time I get a 4K with Myers but is he just not faced enough many people don't understand his mechanics?
don't ask questions you don't want to know the answers to.
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@Junylar said:
For some obscure reason Nemesis and Demogorgon players tend to always tunnel. And it's been like this for as long as these killers are in the game. It must be something to do with the mindset of players who play these killers, because there is no any kind of gameplay justification for them specifically to tunnel.
demos less than slingers,
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@Heartbound said:
Today I had the word mobile censored, which if you know your curses you know a six letter word being blocked out sounds a million times worse than saying the word mobile. In context I was talking about how Blight was a mobile killer, but I think he had a pride flag on his hook and now I'm worried I hurt his feelings, and the mobile gaming player base.
Oh dear.
oh no.
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I had some that took 5 mins, and some that took 30+.
just watch TV or something while yo uwait.
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I mean, the obvious answer is to let victor carry and hook survivors. :P
For real though, that would solve the problem...
I can just imagine him dragging away survivors and putting them on little victor hooks that they could just leave, but they choose to be polite.
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@PixelBush said:
https://forum.deadbydaylight.com/en/discussion/comment/2626640#Comment_2626640
DBD's maps and the general pace of the game are not balanced around Killers being able to take every chase to wherever the Survivor wants to go. If god setups didn't exist and maps weren't so big you had to play for a 3 gen a lot of the time, "hit and run" playstyles wouldn't be necessary because you'd be able to commit to chases. That's not the world we live in right now.
fair points. but, one can still dream.
also, hi pixel.
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@PixelBush said:
Twins have never been a perfect Killer. They're clunky, over-reliant on slugging due to picking up Survivors being unnecessarily time consuming and Victor being left under hooks is something that should never have left the PTB.
The last two releases have been... let's say, unkind to them. Circle of Healing has made playing Twins pretty damn difficult, since they are very reliant on the Survivors staying injured for Victor to be a threat and being able to heal yourself without a medkit in 16 seconds kind of ruins that game plan, especially since it also affects healing downed survivors and stacks with other speed boosts like medkits and WGLF. This is especially pertinent since Victor can't interact with the totems himself.
But the new Boon perk, Exponential, really puts the nail in the coffin. With that Boon active, a Survivor can recover from the dying state in 15 seconds and pick themselves up without a teammate. Against most Killers, that's an annoyance but not a significant problem, not a game-breaker like Circle of Healing. But against Twins... you quite literally cannot beat it if the Survivors bring more than one.
If you down someone with Victor, you have a 5 second post-hit fatigue, followed by a 3-second fatigue that you get on switching to Charlotte (8s of fatigue time in total). In that time, a Survivor who goes down in an Exponential totem AOE has already recovered half their progress bar (more if they brought Unbreakable). This means you have 7 seconds to get to the downed Survivor with Charlotte if you want to pick them up, which as a 115% Killer isn't easy.
Assuming totally flat terrain in a straight line, the Survivor gets to pick themselves up for free if Charlotte is further than 32m away from them when they went down. If Charlotte injured them with an M1 and then deployed Victor on the spot, all they have to do is hold Shift - W in a straight line for 7 seconds and their on-hit speed boost will mean that if Victor downs them, they can get back up before Charlotte can pick them up. Taking Victor's unbinding time of 1 second into account, Victor has 6 seconds to catch up to and down the Survivor before they get to the safe zone. You either have to down the Survivor in 6 seconds (while playing around Dead Hard) or they become completely indestructible.
EDIT: I FORGOT THE 2.5 SECOND WEAPON WIPE. You actually have only 4.5 seconds to down the Survivor! Fun!
If you're playing Twins and this happens to you, you may as well treat that chase as lost and go somewhere else because getting a down will be totally meaningless.
How do we fix this? Address their massive fatigue times.
Circle of Healing, Exponential, WGLF and the strength of healing in general has showcased the Twins' biggest point of failure: their overwhelmingly enormous fatigue times if you choose to switch from Victor to Charlotte after a down. If we can address this by making pickups more feasible, issues like this won't happen. Twins will feel more fluid to play and will be less pressured to slug so they'll be more fun to play against.
My suggested changes
-Remove the fatigue on switching to Charlotte. You don't get a fatigue after you get kicked, so you shouldn't get one for switching normally.
-Revert Victor's post-hit fatigue back to its pre-nerf state, removing the ability to move during the fatigue but making it 3 seconds in duration instead of 5.
-Allow the Killer to switch from Victor to Charlotte during Victor's post-hit cooldown (so he still goes through the animation, you're just controlling Charlotte while he does).
These three changes combined would mean that Twins who chose not to slug would be rewarded with having no fatigue times to prevent them from picking up a Survivor without making it any more effective to slug with Victor. And from this point, further changes could be made to things like Victor's respawn time and the non-functional anti-camp mechanism to make their gameplay healthier in other areas. But the top priority is making the Killer usable. And the only way to do that in a world of super speed healing and recovery is to cut their fatigues.
What do you think?
honestly, I think Twins need some sort of passive "you don't get to get back up" mechanic, or stunning and swapping shouldn't take any time.
with boons, the main issue is the fun playstyle of "hit and run" doesn't work if the hit doesn't matter.
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@themoobs1984 said:
What percentage of a discount would matter for a $5 dlc?
(shrug)
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@Mtom912 said:
https://forum.deadbydaylight.com/en/discussion/comment/2626481#Comment_2626481
iron will itself is fine since it has risk reward, it's just dead hard removes the risk of it
on the original topic even more annoying to verse when people run spine chill + resilience with it and M1 killers can't hit a survivor cause you just medium vault if you get mindgamed
I think that maybe dead hard should make you broken, and no-mither should help counterbalance that fact.
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@gammatsunami said:
I thought the redhead only could because she was a witch?
no, she was just an author wit ha game mechanic tacked on.
new surv does it through the power of magicalculus.
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@sexygazelle said:
You are not cool by standing right on the exit line or the hatch waiting for the killer to come watch you leave. If everyone is at the gate who is left alive, just leave the ######### game. Killers cant end the game and it is such a piss off to have to patrol both gates and find hatch every game just to watch survivor(s) stand at the exit gate waiting to leave.
hey, a free hit is still bloodpoints.
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the black box should either do this as an addon, or get a big buff.
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@GoodBoyKaru said:
Very short post I'm putting here so I can link to it every single time a thread comes up, here's a University Thesis from a friend of mine that recieved a first pass (highest pass possible) explaining exactly why representation is important, and if you believe it's a waste of time I implore you to read it at least.
https://docs.google.com/document/d/1DKV2cNdnwODbNiqj47_doQhFxImVMDBB8doEh8h5UB4/edit
And also if you don't care about representation please follow your own advice and don't bash people who want it, you make yourself seem like you do care quite a bit
I agree.
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@Vampwire said:
They come off really wrong. It's hard to tell if who makes them thinks that it's the only way to write a compelling story for a female character or if they have some sort of fetish. Spirit, Artist, Plague and Hag's whole stories just revolve around them being helpless and tortured. Then they become a killer because uhhhhh....? I get that the entity feeds off of tragedy. But "woman is helpless and dies painfully" shouldn't be the go to story. And it doesn't paint a good image for the writers. Sure, it's uncomfortable which ig makes it fit into horror. But shock value for the sake of shock value doesn't really have much impact after the fact. It's a bad framework and reusing it over and over is just gross and lazy. I'd rather get more mary sue survivors than reading through this scenario constantly.
Why can't we just have some psycho ######### who kills people for her own twisted reasons? Julie kind of fits this but the Legions lore is really messy so we don't really know.
Also why do none of them wear shoes that's also very concerning.
Nurse jsut snaps.
spirit has supernatural stuff + entity manipulation.
hag's lore is trash.
plague is the most powerful person in the country.
I do agree though.
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@CrowVortex said:
- You can literally shut down shack looping by placing a crow on the window and pallet, forcing a hit or them to leave.
- you can in theory chase and damage 3 people at once if you're very precise with your aiming.
- Shooting crows through window heavy maps like doctor's map is very satisfying.
- Hex Plaything synergies well with Pentimento.
- Place a crow on top of you when picking up a potential Decisive / Place one in front of you if you fear being blinded with no wall in front of you.
- You can potentially interrupt someone cleansing your totems from across the map (Needs testing)
yeah, I was going to test out plaything. felt like it'd be a natural combo.
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@Pepsidot said:
It wouldn't be fair for console players. And I don't see why they would do it anyway since people play on the PTB regardless.
I did think of that. this is assuming we live in a world where everyone has equal access to the ptb, and BHVR has infinite resources.
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Fun and balanced. unique power, add-ons, and a killer mori. pun intended, this character's a work of art.
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@Meg_Survivor said:
I feel like this is different lol never seen something like her before and i wont lie the map seems really cool, very bright like the farm, but it still looks good in my opinion. Idk i might have fun with this new chapter, we will just have to see
Everything is perfect. I hope it stays this way for at least a month.
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@GoodBoyKaru said:
No offence, but I thought we'd figured that out as soon as one of the teaser images showed us a crow.
I literally posted about it on the forums less than 5 minutes after the teaser dropped, for example. (or, at least, I meant to)
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@Laluzi said:
For them to feasibly do that, they'd need to limit access to the PTB by a huge degree. And it's just totally untenable on licensed chapters.
oh yeah, I know, but wouldn't that be nice?
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@EthanWilliams said:
https://forum.deadbydaylight.com/en/discussion/comment/2626091#Comment_2626091
"Coming in December, all Dead by Daylight content will be made accessible" < here
to buy.
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-outside of the tower (main building)
-inside:
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@IlliterateGenocide said:
I can't help but notice ink splotches dripping upwards. Or is this only when the "artist" is near.
it'd be cool if that effect was specific to the artist instead of the map, tho.
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@Pig_Is_Pog said:
i’ve been popping around streams seeing what streamers say and apparently she’s potentially S tier. people are saying she rivals blight and may be a top 4.
i have also heard she has a very high skill ceiling and is hard to play. poeple that have actually played her a fair amount, what is everyone thinking?
high skill ceiling, but still balanced.
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@IlliterateGenocide said:
I can't help but notice ink splotches dripping upwards. Or is this only when the "artist" is near.
I think it represents the first painting posted on twitter (the tower).
always dripping.
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@vacaman said:
It seems like they have decided that killrate is a way to balance around killer power. Cenobite is the highest killrate killer right now, and surprise surprise, it's getting nerfed in the PTB.
Last patch the lowest killrate killer was Nurse and she was buffed. Pig was nerfed (her best addons) because she had one of the best killrates. Plague was buffed, one with the lower killrates, spirit and wraith got nerfed, they were at the top. If this is true and not just a coincidence the next one to be nerfed will be Bubba, Myers and Hag.
wait, ceno's getting nerfed? how? (I missed that)
I hope it's in a way that encourages using summon chains instead of just waiting for chain hunt.
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@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/57ZWVUABR563/the-artist.png
Yes I really mean it : D. Enjoy
great work!
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@Beaburd said:
It's too early to caw out any of the killers new abilities, really.
But I'll try not to be a complete cloaca of negativity, and feather your pedal by stating what a work of art I bet this new killer will be.
As you all flock to ponder what wings they'll be given, I'll be perched on my chair wondering how they'll commit murder myself.
Sadly I'm impatient though.
Here's hoping the wait doesn't end up robin me of my senses and turn me into a raven lunatic.
you beat me to it.
stay safe and don't get corvid!
(I'm not making light of covid, for the record)
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@ShadowIce said:
and why
5th anniversary event. I did some research when I was told it was very similar to a board game I was working on making. (an asymmetrical board game that I made sure to finish designing before playing dbd to avoid accidentally stealing stuff)
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@Tremors said:
Same as title, I was just curious. From both perspectives I see Killers constantly giving people hatch or letting multiple Survivors heal+escape if the Killer feels like they played a bit unintentionally mean, the other Survivors screwed that particular team member over or the Survivors played so badly the Killer felt bad about getting a 4K. I do this very often myself, but I have yet to ever see the reverse situation.
Why is that? There's very clearly a lot of lovely people playing this game, so it's weird that this only really shines through when the Killer instigates it and that the absolute best you get from Survivors is them standing directly next to the exit so they can leave instantly when hit.
yes. I've seen it and I've done it.
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@jesterkind said:
It's Huntress. Wraith's perks are pretty useless for most people, but Bloodhound is mostly good for helping beginners track injured survivors and Predator... ostensibly does the same even if it technically actually makes tracking harder if you know even slightly what you're doing. Shadowborn is also a nice effect, it just should be an options toggle, not a perk.
Huntress, though... Beast of Prey has such a useless activation requirement for an effect that's only barely useful for the situations you can use it, Territorial Imperative is an even more mediocre effect with a weird distance requirement, and Huntress Lullaby is only passably okay in very specific gimmick builds. I think all of them could do with a complete rework, they're laughably bad.
I honestly think beast of prey should activate as soon as you're in chase.
Edit: wait, that's busted. maybe 5/10/15 seconds into chase.
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@Nos37 said:
Power Struggle, as it curently works, takes way too much luck to pull off. Yes, luck, (and not the in-game kind). If it were to work and have value, it would need more perks than there are slots to accompany it:
- Power Struggle (duh)
- Flip Flop (great synergy, but Flip Flop itself needs a buff (1:1 conversion for the first 50%, instead of its 2:1 conversion up to 50%))
- Unbreakable (to speed up recovery so Flip Flop has more to convert)
- Tenacity (to begin recovery ASAP instead of waiting for the downed animation to finish)
- Boil Over (to sway the Killer into taking the most direct route to the hook; especially if that means going through a pallet)
- Smash Hit (because Power Struggle isn't a flashlight rescue; there is no other nearby Survivor immediately available to take a hit after you break free)
----
If Power Struggle were an exhaustion perk and didn't require any wiggle progress to work, it would reduce the number of perks the Survivor has to bring to even get it to work.
Meanwhile, there's still the very common occurence that the killer doesn't even need to travel through a pallet, or has an alternate route that's safer. This wouldn't be an overpowered change. The Killer can still completely counter Power Struggle even without carry perks like Iron Grasp or Agitation.
Plus, it would also mean that it cannot be combo'd with exhaustion perks like Smash Hit, Dead Hard, or Lithe.
Sure, the Killer spent precious time downing that Survivor and deserves the reward of hooking them and Power Struggle takes that away from them... but so do flashlights! Survive With Friends should be the only ones who get such benefit??
yeah! it could require 30/20/10% wiggle progress and then if you get the stun, you could get 3 seconds of 150% speed or 4/8/12s of endurance.
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@GeneralV said:
No, I just think they have no idea what they are doing, nor what is best for the game.
I think they're trying.
I'm not sure whether or not they're succeeding, but they're trying.
trying my patience that is
(JK, I do appreciate all the work and care they put into this game.)
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@YOURFRIEND said:
No, I want it to be fun first and foremost. Balance is irrelevant
so long as it's fun for both sides, that is. honestly, I appreciate it's more devoted to horror than it is to being an E-sport.
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@The_BiggCheeze said:
He was never fun to play against before or after his change and the only thing the tubby toad is good for is camping and nothing else. I have played against SEVEN Leatherfaces today and not a single one left their first hook, even at 5 gens. Leatherface is a massive problem and even now with Circle of Healing camping has become much more prevalent.
The devs are always saying "iT'S a VaLiD sTrAtEgY". Well tell me devs, is this your "Valid strategy" that you had in mind!?
https://www.youtube.com/watch?v=IxTj1U1lRK4
This was my first hook by the way. AT FOUR GENS
sorry that happened to you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2622784#Comment_2622784
Unless the perk and add-on descriptions are wrong it should be duration.
It depends on if it's 50% of the base of the base duration though. Getting stunned is 2 seconds, so enduring reduces that to 1. If pighouse gloves comes after the perk it would be a 0.5 second stun which i think it is.
I'm not sure. sorry. I figured maybe it was a translation issue.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2622321#Comment_2622321
So, it's not 100%? Cause you still get stunned
I think it's that you recover 100% faster.
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@dbarranco said:
https://forum.deadbydaylight.com/en/discussion/comment/2622647#Comment_2622647
I don't have a channel or anything like that but I did post a video yesterday on my ig story its @dino.barr :))
sorry, I don't have IG... I'll try to check it out though!
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@Mushwin said:
why do you have to be a nerd to play an instrument?
you don't. I was being tongue in cheek.
also, lots of people enjoy music theory, but don't/can't play an instrument.
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@dbarranco said:
I've been playing violin for 7 years so I think I have a right to share my input. I LOVE the music that is in DBD. It just adds that extra bit of "pizzaz" so to say to the game. My favs are definitely Pyramid Heads and Demogorgons. Although I'm really sad to see the last one is probably going to be removed. My only complaint is that there aren't unique chase themes for every killer.
cool to meet another musician! (that's why I made the thread after all)
could I check something of yours out? do you have a channel or anything? (My site is Rosinrush.ca)
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@sizzlingmario4 said:
Surge, Remember Me, and Knockout. Although the bigger problem with Remember Me is that the obsession is immune to the penalty, so I think that should be changed first.
Maybe even Dark Devotion? That one might be unnecessary though.
I think sloppy is okay as M1-only, although it's admittedly not as useful these days with the healing meta.
I was honestly just trying to find a third example to fulfill the rule of three for sloppy lol.
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@VoidOfBeing said:
https://forum.deadbydaylight.com/en/discussion/comment/1218299#Comment_1218299
I know but I just think it's kinda annoying that the millisecond I'm unblinded and recovering from the stun I'm blinded again. I know there are perks for that but they don't work with my build at all lol.
you can look up while stunned.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2621014#Comment_2621014
I can KIND of see some use for Trail of Torment, maybe, sorta, on SOME killer out there, but definitely not PH himself. His passive walking and power use is one of the loudest, noisiest sound profiles in the game, and he's the only killer whose power has a giant "don't stand here" warning light for survivors to see. He gets zero use out of stealth anything. The other two are just awful across the board. Forced Penance needs to do something like hinder for a chase trade-off, or long-term aura reveal, or prevent them from working on gens or something. And Deathbound needs to apply Oblivious to BOTH survivors, not just the one.
https://forum.deadbydaylight.com/en/discussion/comment/2621015#Comment_2621015
PH is Pyramid Head. Ph is Pinhead. Also, PH's perks got buffed (but they're still bad), while Ph's just came out and haven't been touched.
torment's fun on oni. highly recommend. penance having a map wide aura reading would be awesome!
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2621022#Comment_2621022
You may have, but the person who originally commented PH did not.
right. I was just saying that out of the two, pinhead has better perks.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2621017#Comment_2621017
PH could be seen an abbreviation for both, but originally and in this context it’s Pyramid Head.
I meant Pinhead (AKA Ceno to distinguish the two))
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2621010#Comment_2621010
Pinhead or Pyramidhead?
Plaything is amazing, deadlock is solid as slowdown and information, and scourge hooks are O.K.
WDYM?
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@Adjatha said:
PH's perks are all pretty bad, and that's AFTER they were all buffed.
But OP's probably right. Deathslinger's perks are dogfood. So many requirements, restrictions, limits, and all in service of some extremely minor, very short-term aura reading (which is useless to Deathslinger, now that he's been nerfed out of being able to actually sneak up on survivors).
I think PH is a different case because his perks can be fun and strong, but there are better alternatives. I think his are a little like the Twins' perks, unique, fun, and not terrific.
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@HaunterofShadows said:
Ash
I was thinking probably killer since each killer perk needs to be worth 4 survivor perks.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2568586#Comment_2568586
Suggestion: Make Dead Hard work only when healthy. Not when injured.
Now it has a downside, if you get hit and can't find a way to heal (either another Survivor, medkit or the upcoming Healing Circle perk) then you can't use it even after the Exhaustion timer has expired. If you can heal yourself during the 40 seconds of Exhaustion status effect then nothing really changes.
This could also create cool situations where you use it to dodge an attack and then the Killer needs to decide if they want to commit to you to injure you or leave you, but if they leave you then after the Exhaustion status expires you can Dead Hard again and basically repeat the situation that made the Killer abandon the chase in the first place.
maybe it could make you broken, and then no mither could get a big buff so people would pair it with dead hard.
