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BloodyTapp

BloodyTapp

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BloodyTapp
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  • Meta should just be more diverse due to proper and regular balance changes, instead of releasing new cosmetics and incomplete chapters. I wouldn't mind buffing other perks to give players more options of adjusting/changing their playstyle

  • I got some altruistic ideas to share here (although it isn't 100% accurate):


    The first perk: Stayin' Up

    You formed some rudimentary survival skills the others didn’t.

    Your dying state and deep wound timers are increased by 60 seconds and 10 seconds respectively. After fully mending yourself or being healed back to injured state, gain a 5/6/7% Haste status effect for 15 seconds.


    "Got some ######### to do, although it'll probably lead me to agony. Bye."


    The second perk: Stab of Darkness

    You can overcome the fear to face your worst enemies.

    The perk becomes active after performing a safe hook rescue. After it’s been activated, the next protective hit you take will stun the Killer for 5 seconds.

    Rescuing a Survivor from the Killer’s grasp in this way will apply Deep Wound status effect on them. They have 10/15/20 seconds to mend themselves.

    Stab of Darkness has a cooldown of 180 seconds after the Killer has been stunned.


    "Let's stab them with their own swords."


    The third perk: Ride the Lightning

    An unnatural bond links you to best friends you have left.


    Rescuing a Survivor from the hook will activate the perk for 60 seconds.

    While Ride the Lightning is active, the next hit that would put the rescued Survivor into the dying state will be negated and deal damage to you instead.

    After taking a protective hit, your Auras will be revealed to each other, up to a maximum range of 64/96/128 metres.

    Although only one Survivor can be protected by Ride the Lightning at the same time, you can trigger Aura reading benefit on multiple Survivors.

    All effects of this perk are reset when you are hooked by the Killer.

    "I suppose it does nothing, but you always have me. Just stay close and move on."

  • @toxicmegg said:

    next update let's remove all perks from survivors, then all survivors can no longer run from the killer. no, even better, all survivors start the trial on hooks. yeah?

    So accurate nickname, though

    Adrenaline doesn't need a nerf, neither does NOED:

    • They're both endgame perks so their usage is limited
    • Adrenaline is a one-shot perk, whereas NOED can be denied before and after activation
    • NOED doesn't reward bad killers, it punishes survivors for not doing an optional objective known as cleansing dull totems

    Hope this post clarifies, why these perks remain unchanged. Don't make good perks garbage, make garbage perks good. Even though they both are annoying when you face them, it can be passed by.

    PS. The perk that can be called a reward for bad players is MoM (in its current state)

  • I got some tested builds for you:

    • Stake Out, Diversion, Deliverance, Empathy
    • Autodidact, Adrenaline, Kindred, Spine Chill
    • Stake Out, Deja Vu, Spine Chill (or Alert), Adrenaline

    Good luck and have fun using these!

  • DS is balanced since its last buff (3sec stun to 5sec) and the fact its mechanic is abused by SWF groups isn't the reason to nerf it. It's around SWF, not the perk

  • If you'd been looking for Ruin for more than 10 minutes, you and your teammates were #########. You could've worked on gens through it, or "gentap" at least. It lasts longer, yeah, but it's not impossible.

    Give a possible change to prevent genrushing and we can talk about adjusting Ruin

  • What about removing his tantrum which only wastes his time?

  • Beast of Prey: remove the red stain after 10/5/- seconds after starting a chase and let it stay for 15 seconds after ending a chase; bloodlust requirement is too harsh

    Diversion: let us see where the pebble will land

    Autodidact: make it not reliant on skill checks

  • I think Vigil just needs to have bigger values for effects other than Exhaustion and affect the Broken effect. Would be good if someone runs Deliverance.

    Wake Up and Pharmacy don't need that much of a buff imo. Wake Up I think can be increased from 5/10/15% boost to 10/15/20% or 15/20/25%, bc the aura reading boost is nice. For Pharmacy, an add-on to the obtained medkit maybe?

  • @legion_main said:

    sharing is caring as you literally have to give away a purple item should be at least 30 thousand

    Sudden strides should be a 60 thousand ritual if you have to down 3 survivors within 60 seconds

    Thunder games should be at least three totems and should be 30 thousand

    for the two 15000 ones I don't think we need more 15000 rituals because they are too low to be valuable at all

    other than that I think the rest would be alright

    Sudden Strides needs a little of explanation I see: you don't have to down 3 people within 60 seconds of one particular match.

    For example, if you down one person in the first 60 seconds in one match, you get 1/3 the quest. If you down 2 people in the same situation in another match, your quest is complete. That's mine and my poor grammar's fault I think

    And Sharing is Caring is for rare item - you need to give at least green one, not purple (a broken key for example)

  • @legion_main which ones? Bloodpoint rewards can be adjusted, I just need to know which ones need to be done so

  • But you know the first "solution" had been tested about 3 years ago? It kept being abused by survivors and then given up by the dev team. If you get facecamped, no big deal. They'll get their punishment by losing bloodpoints and Chaser emblems. Just go on to another match.

    Also, if we want to discourage camping, we should look for rewards for non-campers, not punishments for campers. Or maybe add more perks that benefit you only while you are keeping a certain distance from the hook

  • @nunadventures said:

    I feel like if you ran bt and unhook yourself then you should have bt active but it shouldn’t be baseline for when you get off yourself. It would be a nice buff for the perk

    Why should they buff an already very strong perk? lol

  • @se05239 I've just read it and it's a nice idea too! We'd have more offerings that work for all players in the trial. But I'm curious what rarities would each of these have

  • @Axiant I think an alert would be enough. Also, have you considered the possibility (for author) to edit already published builds?

    in aa Comment by BloodyTapp
  • Deja Vu, Stake Out, Spine Chill, Adrenaline

    This is my gen jockey build I'd been using for some time. It's actually pretty decent if you like doing objectives for most of the time

    Play immersed basically. Walk around the Killer as well as hiding, then go to a generator. Stake Out is pretty good if you get to charge it up, because you can speed up any skillful action you want

    Spine Chill will allow you to stay hidden and outplay killers like Wraith, Freddy and Spirit. Adrenaline is there as the only exhaustion & second chance perk, because you should have one. If you wanna go even more off-meta, you can use Alert to keep tabs on the Killer

  • @Axiant I got one more idea recently (hope you don't object me pinging): tags for builds! Here are some suggestions for tags:

    • For Survivor builds: Repairs, Altruism, Bullying, Teamwork, Solo survivor, SWF, Exhaustion
    • For Killer builds: Gen protection, Punishing, Anti-SWF, Hex, Map control
    • For all builds: Meta, Gimmick, Meme, Situational, Universal

    The idea is that people could search builds that'd been marked with a certain tag(s). For example, if you want a universal altruistic build, you can just search by "Universal" and "Altruism" tags. I think there should also be a limited amount of tags to be able to use. Tell what you think about it and if it'd be easy to make or not

    in aa Comment by BloodyTapp
  • Have you just written an essay about the Mettle of Manchild downsides only? Let me clarify some things then:

    • Another chance that MoM gives (which is for free to be honest) is pretty much; it both saves your life and wastes Killers' time, also allows to find another loop, the shack for example. It's one of "hold M1" perks (like Self Care - if you can heal while hiding from the Killer, do it and don't worry), where no actual effort is needed
    • It encourages to use and indirectly buffs already strong killers like Hillbilly and Huntress, only because they are exempt of its effects
    • It combines very well with other second-chance perks. You probably know what survivor players tend to go for: easy wins. MoM makes meta on both sides even more defined, and can be painful if you meet all 4 Survivors run it at the same time along with another crutch perks
    • There's a simple solution to the perk drawback: don't heal. There are some perks that decrease the penalty for staying injured and/or increase your stealth potential: Iron Will, Dead Hard, Urban Evasion, Spine Chill etc. (and No Mither but who uses it with MoM lol)

    I really like the attempt to make so it needs any work from Survivors to gain its benefits, but taking 3 protective hits is a very situational condition as it was mentioned above. Maybe if it allowed safe hook rescues and flashlight/pallet saves to charge MoM up and the drawback was increased (or activated straight after taking the MoM hit), then it'd be reasonable. We'll wait and see what will come up to the devs' minds

    Appreciate the post tho

  • @Axiant maybe something like "Recently added", "Most viewed" and "Most liked" (if you make the build rating system)? It'd add something fresh to the front page every time someone publishes a build, and slightly help in choosing builds maybe

    in aa Comment by BloodyTapp
  • As you mentioned, Autodidact shouldn't rely on skill checks. The condition of gaining tokens could be the equivalent of fully healed health states, and the tokens would increase the speed of healing others, not the progress per every skill check. It wouldn't be such an RNG-dependent perk

  • Adrenaline, as my only second-chance perk. Also Kindred when I'm playing solo

  • Death Mark could be too powerful in slugging builds imo. Default crawling speed is 0,7m/s (17,5% of the standard Survivor running speed), it would be reduced to 0,35m/s (8,75%), which is pretty big considering it also doesn't allow to recover to 95%. Rageful Help could be a nice perk to use, but 20 seconds is not that much time, provided it'd require a perk slot

  • I really like the concept! But i don't know why Survivors are separated. Maybe an idea like mentioned above could be implemented, so only choose "recommended survivor". Although, having all build inspirations in one place will be very easy to search for builds


    Good luck with the website, I hope it'll be more popular

    in aa Comment by BloodyTapp
  • Perks: Yeah, meta is too defined right now. But it doesn't mean that these perks should be nerfed to the ground, instead weaker perks should be buffed to actually be able to compete with those. There should be a lot options for a good build

    Legion: They did their best to prevent moonwalking from being effective. There are some very questionable changes, but overall it isn't that bad. The only annoying thing can be that it forces you to fully load Frenzy in order to use it

  • In my opinion, all of Tapp's teachables are too situational to consider playing them in real games. Tenacity is useless when the Killer doesn't slug you, Detective's Hunch when you don't do gens and Stake Out when the Killer has small TR or uses perks to reduce it. All of them could see some love, especially Detective's. Stake Out doesn't need that much of a buff, but I think increasing maximum token amount by 1 for each tier would be fair for this perk

  • Are any perks going to be reworked during the patch? I personally wish Autodidact was buffed, skill checks are too unreliable, but mainly perks like Slippery Meat, Open Handed etc.

  • Corrupt Intervention is good in the spot it is right now. It already blocks three Generators for up to 2 minutes. It's a decent alternative to Ruin, sometimes even better since it cannot be broken within the first minute

  • According to your logic, let's remove Mettle of Man, because it grants you a free health state for being bad at looping etc. with no counterplay, provided you're M1 Killer. Should I waste time looking for another person because I know the one I found has MoM?

    And to make things clear, the latest NOED change wasn't a buff (it was even a slight nerf for tier 3), the exposed effect was just equalised across all tiers which doesn't force you to grind bloodwebs to gain its benefits. If you hate it that much, run Small Game

  • I see I won't be the first one to suggest Resident Evil elements on this forum. I made Albert Wesker concept (as killer) a while ago, but still have to completely change one of the perks and think what his power should look like

  • @PigNRun Thanks for an idea for Beast of Prey! I wish I got an idea around that earlier lmao

    About the other ideas:

    Diversion/Stake Out TR condition is back. The 32m one was questionable and basing on TR doesn't allow to use it at any time like MoM, I just thought it shouldn't be dependent on the Killer too much

    Iron Maiden aura reveal lasts longer but locker searching speed is slightly reduced

    Added the possibility to get WGLF stacks by picking teammates up from the dying state. Very useful if they slug, and Open Handed would no longer trigger Kindred (16+24=40 metres, that's actually a lot as you mentioned)

    I'm not gonna change Insidious tho. It fades your TR within 5 seconds, then keeps hidden for 8/10/12 seconds and comes back in ~2 seconds. Equals ~15/17/19 seconds, so it should be enough to sneak on a next person. Should be solid with a detection perk. Although, very smart post, I appreciate. If you have some more ideas, don't hesitate to tell them

  • Remember old kobes? Slippery Meat, stacking luck offerings and Up the Ante's

  • @Pennosuke You made an interesting option to balance No Mither. I wanted to change it somehow, but couldn't come up with an idea how to do it. Let's take a look at its benefits:

    • Increased chance of unhooking yourself wouldn't change the game too much, unless you like suicidal tactics. Also, outclassed by Deliverance that's a very good and popular perk
    • Faster wiggle progression could be implemented as a part of Boil Over and doesn't fit too much in "it's just a scratch" theme, however it's an interesting idea
    • I think the faster Exhaustion recovery speed is the only overpowered thing here tbh. At tier 3, you could have your Exhaustion perk back in ~23 seconds, so you could break the line of sight, stop running for a while and start wasting Killer's time again. I think this would be added, but with smaller values

    As a hard mode perk, additional bloodpoints is not a new idea in the community. But I think it shouldn't be in all categories. Maybe +100% in Boldness, or another community idea for No Mither:

    You start healthy and after you get injured, you can't heal. I'd also add an unique No Mither feature; broken icon from this perk wouldn't be shown in HUD


    Resilience - maybe you didn't notice, but I removed additional repair speed in my idea and Prove Thyself would remain where it is. However, I'll tweak that and This is not happening a little

    Stake Out - the author got a simple solution to this; the time needed to gain next token isn't shown on the perk icon, but you get an audio cue when you gain a token


    Thanks for answer!

  • Sounds like you want to partially tie Ace in the hole to Pharmacy. Would become a nice alternative to SC, but to not make it 3 heals at any time after first chest search on getting the same add-ons, maybe a change around this:

    Searches through Chests are 40/60/80% faster and the noises they cause along with their hearing distances are reduced by 8 metres.

    Pharmacy grants a 100% chance of finding an Emergency Med-Kit with an add-on of Very rare rarity or lower attached to it and 50% chance of finding a second add-on of Rare rarity on your first completed Chest search.


    That'd grant Medkits with different add-ons on them, often being very good items to go

  • Great idea! I was using Small Game for some time and this thing was annoying me. I think it'd be 100% fair for this perk

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