Blueberry
Blueberry
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916374#Comment_3916374
So, I'll mainly focus on Hex: Nothing But Misery.
The main reason why I left exactly 2 hits to be the trigger condition was to avoid it getting cleansed right away, as it only triggers after the first chase.
But, tbh, I kinda forgot I am already doing this sort of thing with the "totems only light up once the effect starts to take place" change.
So overall, yeah, good point, it doesn't need to be there.
What do you think about the other things i mentioned?
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@Chiky said:
i want more side quests and side objectives, make the fun varied for survivors so it wont be as agonizingly boring as it is right now
I love side objectives too. Something different as survivor and I enjoy those macro type killers as well.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916453#Comment_3916453
I would love it to be a behavior original to be honest. I don‘t know the thing, but original chapters get better skins…… After writing that, l came to the realization that the skin wouldn’t matter much, because you would use the survivors skins to chase people (most likely).
Oh yeah I by far prefer original chapters. They do end up getting way more cosmetics.
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@Langweilig said:
At first I thought, we shouldn‘t comment on what we exactly want as power. After many did it, I want a shapeshift killer that can turn into a survivor, do gens with survivors, have nice interactions with survivor interactions and do basic survivor things.
Yeah most people ignored me saying not to post that lol. Shapeshifter does sound cool though. Make it copy the cosmetics of survivors on the team. Them getting the license for The Thing is the perfect time for it.
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Probably the worst event they've ever had imo. Literally the first one I think I completely avoided outside of the required times to complete the quests. Less perks you can use, less killers you can use, faster gens, nothing new for the killer to interact with. There's zero positive here to participate as a killer and multiple negatives.
A few things that would've gone a long way:
Making gen perks affect them.
Attach each pump to a corresponding generator on the opposite side of the map so they'd have further to take it.
Hits make them drop the tanks.
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@jesterkind said:
This might be too specific an answer, but for a while now I've wanted a killer that just excels at M1 fundamentals without any extra frills. Something like, this killer's "power" just being a 120% movement speed and a basekit Enduring that doesn't stack with the perk.
Add onto that a suite of addons for defining playstyles, and you'd have a killer that would appeal very heavily to me specifically.
Kinda like if Waterlogged Shoe Hag had a set of addons explicitly designed around playing her that way, and also you never used her traps lol
That's one way of achieving it, but in general, M1 fundamentals killers would be nice to see. More passive buffs than an active power.
The only rough side of a design like that is that their power level would be made so low because they're so easy to play.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916379#Comment_3916379
Unknown suffers the same issue with his mechanic. It’s likely a copy and paste. Survivors stares to get weakness off. It lingers for a couple seconds more even when you are out of LOS. Very annoying
Yeah Unknown is a killer I want to like but he feels too held back. His stare down feels less a LoS issue to me and more of a duration thing. You basically get 1 attempt at a shot within a short time frame or it's gone and you need 2 hits all over again. I just think the time to remove it from staring at him should be significantly longer, like double.
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My biggest gripe is that delayed reveal. I shouldn't break LoS from the survivor and it still knocks me out 2 seconds later. So annoying.
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You're gonna get the majority of people disagreeing with a few of these but honestly some good takes imo. Not of a fan of the shares offerings personally though.
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Overall agree.
Shadowstep is good enough, it doesn't need changes, especially since the range is getting increased.
Definitely do not decrease the boon sound. This would be annoying to not even realize it's active if you miss the initial chime.
Nothing but Misery is extremely bad. Remove the hits to activate entirely, it's already a hex, that's bad enough. The Hinder % needs to be higher as well, especially with the stacking changes. This is already primarily an m1 (aka weak killer) perk. To illustrate how bad it is, you could take it's current form, remove the hit requirement, remove the hex component, and even then it's barely better than Rapid, and sometimes still worse depending what killer. That's how bad this perks current form is.
Gift of Pain typically seem worse than Sloppy to me, even on many m2 killers. Like the occasional m1 on m2 type killers averages out to more procs to me then even this does. Plus we got the Mangled/Hemorrhage nerfs. Honestly for how easier Sloppy is to apply (and its improve hemorrhage), make Gift of Pain apply to not only the unhooked but also the unhooker if they are injured at the time. This gives it counter play and makes it trigger a bit more often to be more competitive with Sloppy.
All hexes should be active but just not light onto any totem for the first like 90 seconds of the game. This guarantees some value.
You didn't mention it but make Leverage 90 seconds like We'll Make It. I already find it weird that this perk is 50% for 30 seconds when We'll Make It is 100% for 90. if anything these % and time active for these 2 perks should've been reversed.
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@Hexonthebeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916288#Comment_3916288
I think there could be a non directional swimming sound if the shark is moving. Like the teleport sound cues.
I don't know what TR stands for?
Terror Radius.
non directional swimming sounds cool!
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@Hexonthebeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916276#Comment_3916276
I'm divided while I think it needs to be from underground it would be more intimidating if you're already in the element of the killer. With the fin visible it would be announced too early. From underground I would more think of an aligator? But I would like both :)
I see your point! What if his TR was more a visual TR than sound? IE the closer he got, the thicker and closer the fog became around you and just a small radius lullaby within like 8 meters. So you'd have very little sound warning before he was on top of you, but you'd know he was getting closer and closer depending how thick and close the fog was getting.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916274#Comment_3916274
thing is with stealth killers they are inherently weak simply because theyre too slow. Thats the sole reason people gravitate to dash/faster paced killers. Because they can get stuff done quicker with (usually) less trouble.
I don't think that's a flaw in stealth killers as a design, but a flaw in their balancing. Essentially they have to give killers, stealth included, that don't have map pressure through dash or mobility, some built in slow down to accomplish the same thing. Pigs a good example. No map mobility, but she's got traps to give her map pressure to make up for it. Now yes Pig is bad, but that's a balancing/tuning issue, not inherent because of her lack of mobility.
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Totally agree.
There should be p100 rewards too. Like literally just take the bloody cosmetic of that killer and for reaching p100 it's a recolor of it. Something unique like the blood is blue or black or gold. This makes it unique and scary if you as a survivor see that at the start of the game. Since it's a recolor of the bloody cosmetic they make anyway it's significantly easier and less time consuming for them to do. Win/win.
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@Hexonthebeach said:
Mid flying shark (or whatever creature) on pallet height who can appear from above and change the map atmo.
A killer with more than one pet or an ability to make the pets on the map hostile
An etheral killer with the ability to slowly fly and passing walls with cd. But no dash. And the ghost can't harm anyone while in this mode. Kinda mix between Nurse and Onryo?
As much as people think it's a joke I do actually think Jaws, in reference to your idea, would work well. I picture it traveling underground and they could see a fin moving through the floor lol.
A killer that affects the atmosphere does sound super cool! Maybe part of their power is drastically increasing the fog to limit the survivors visual radius.
I always wanted a type of killer that made people look up. Very rarely do we ever need to do that.
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@SoGo said:
An endgame killer.
We didn't have one since OG Pig.
Another type of killer would be one where you have a new objective alongside gens to open the Exit Gates.
And last but not least, a new stealth killer.
Yeah I agree. the anti loop/dash has been over done ad nauseum. We need to go back to some genuine stealth killers, slow down killers like Pig or alternate objective/win condition like Onryo. On that note, I feel like stealth killers in general have always been kept a bit undertuned tbh. I feel like they could use some buffs. Like I don't think we've had a genuine full stealth killer reach A tier like ever.
What if it was a killer that gave survivors an alternate win condition? Like other than gates, doing some other type of task opened a portal to escape lol
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A rotating free killer every week actually does sound really good for people to try them out.
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I totally came into this thinking it was about stealth killers and how they're generally kept pretty weak lol
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Some minor things I'd change or prefer but overall I like all this! Good job.
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Among many more! Drop-Leg Knife, Knight haste after guard placement, Freddy snare slow, Singularity haste, Parker's headband, ect ect.
Literally tons of base killer ability and addon haste/hinder effects left unaddressed with this change.
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Don't get me wrong, DS needs a lot of buffs, but this isn't it. Those changes set up for a lot of unfun gameplay.
I'd personally:
-More base kit reload and shot recovery speed
-More harpoon range
-Reduce his TR again
-Increased reel speed and chain durability for improved pull arounds
-Increase the survivor hit box sphere size slightly in the harpoon and decrease the object collision sphere slightly in the harpoon to improve the ability to do shots through holes/objects. He should be more rewarded for these high skill/high risk shots than he currently is.
-Better addons
I'd rather him be good enough to warrant the 110% movespeed rather than just taking the lazy route of making him 115% which also imo causes some issues.
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@DarKStaR350z said:
The one thing I would like to see changed is to prioritise TV placement over things like chests, as sometimes you can have areas with no TVs and others with multiple right next to each other.
I think it’s still a thing as well where survivor coin offerings can make TV placements even worse and the same applies to Xeno tunnel entrances, Pig boxes and Singu EMPs etcThis. One of my biggest pet peeves and such an easy change. Makes it so you can't run anniversary offerings because it messes up your spawns, messes you up if others run them and forces you to run cut coins a lot to offset this bad design.
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Rather than baking more into the addon I think the zombies move speed/detection radius should be increased based on the amount of survivors currently infected.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915271#Comment_3915271
Imagine the faces of hyperfocus players after playing against that😂😅
Yeah and guaranteed Gearhead value lol
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915261#Comment_3915261
Monitor: The new effect would work on top of its old effect, so it is 8 meters + 4. (1 meter for each time you hook a survivor for the first time).
Overwhelming presence: I got this idea from people complaining about toolboxes. Making the terror radius map wide for the first 30 seconds would make toolboxes during that time really bad. The aura reading has more a psychological purpose like I see it does something, but it would also show you the aura of people healing with medkits, using their flashlight at pallets…. or when they use their aura key. I wouldn‘t let the survivors know I have it with little icon. If they notice their item depletes faster, they know - if not then not.
Think maybe something similar to Face the Darkness, that isn't a hex, but it only periodically triggers to show survivors that have items in their hands
I like this idea, that‘s very cool. I just feel like this should be a new perk.
Love the Monitor changes then. The small buff would be nice and rewards fair game play.
I suppose that overwhelming Presence change would trigger more than I initially gave it credit for thinking about flashlights and whatnot. I don't think I would still ever use it over something else but I suppose that's a solid change.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915264#Comment_3915264
What do you think of giving it a secondary effect of blocking a generator for 0,5 seconds (which gets extended by 3-5s) when survivors hit a great skill check? It’s a goofy idea I had.
Even tho the normal skill check part is more effective against bad players, I wouldn‘t remove that part. Otherwise there is no real difference to pinheads gen block perk. In the end they only get combined together and both get nerfed. The skill check requirement keeps it kinda safe from getting nerfed or being too strong.
I think that does sound like a better idea. What would happen is after 1 great skill check they'd just only do goods for the rest the match so it would never proc again, but I suppose that's at least a little extra less gen progress if they only can do goods for the rest the match. A small, but nice buff.
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@cheapslurpiee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911544#Comment_3911544
Im not sure what this conversation is for...
You've said you are open to changing your mind but I'm not sure that is actually the case because you're not an unbiased bystander in the conversation. You've come to enjoy and utilize the slugging option in your playstyle, so I'd imagine you're not going to just stop doing that because someone on here gives you a good argument for why people don't like it or why its bad. You already know people don't like it and continue to do it so the explanation wont be the difference maker - so what is the intended outcome here?
Firstly, you want to discuss slugging but have prematurely omitted instances of slugging that would be used as reasoning. Why? They also count as slugging.
Even without hatch and 4-man slug, it can be argued very annoying playstyle. Onryo - who I'm assuming is the character play like this on - is a habitual slugger. The play style that accompanies slugging is often like trying to turn DBD into a chess match which is actually very boring and/or annoying. Onryos and Twins do this quite a bit with hit and run play styles. Without getting too granular, hit and run play styles are not fun especially in solo que. It's abusing the fact the survivors cannot effectively communicate their whereabouts so they either run around the map or they decide to just do gens injured. That's exactly what you want. It snowballs again and again. Onryo plays for increasing condemned and Twins abuse Victor's downing efficiency.
There's quite a few misunderstandings of my point and what I'm saying here.
"You've said you are open to changing your mind but I'm not sure that is actually the case because you're not an unbiased bystander in the conversation. "
You're misusing the word bias. Bias is an "unfair" prejudice against something. Unfair wouldn't apply here because it would imply there's rational/logical evidence supporting the opposite of my view point that I'm ignoring. I'm not. I'm also actively asking for any rational/logical points I may have missed in order to change my view point. I've actually demonstrated the complete opposite of bias.
"You've come to enjoy and utilize the slugging option in your playstyle, so I'd imagine you're not going to just stop doing that because someone on here gives you a good argument for why people don't like it or why its bad. You already know people don't like it and continue to do it so the explanation wont be the difference maker - so what is the intended outcome here? "
If you read my full original post I never said my intention or goal was stopping, that is not the point of this post. The point was not to change what I do, the point as stated was to try to understand the point of view of where people are coming from. IE trying to be open minded to see if my opinion is wrong.
"Firstly, you want to discuss slugging but have prematurely omitted instances of slugging that would be used as reasoning. Why? They also count as slugging. "
Because the conversation is not about slugging as an absolute. The conversation is about certain types of slugging. I agree with most people about those other exceptions, my questions are on the other scenarios that people also call toxic/boring/ect, that I disagree on.
"Even without hatch and 4-man slug, it can be argued very annoying playstyle"
This goes back to my original point. WHY? All people keep saying is it's toxic/boring/annoying, but do not give me a rational/logical reasoning for why it is or what makes it "fill in the blank". That is the core point of this post. I personally can not think of an answer that fits this, so I'm here asking to see if I can find one I haven't thought of.
"Onryo - who I'm assuming is the character play like this on - is a habitual slugger. "
It's not. I don't play a slug play style on Onryo. Who I'm currently experimenting with it on is Knight.
"The play style that accompanies slugging is often like trying to turn DBD into a chess match which is actually very boring and/or annoying. "
Why is that boring? This description as both killer and survivor sounds fun to me, I enjoy chess.
"Onryos and Twins do this quite a bit with hit and run play styles. Without getting too granular, hit and run play styles are not fun especially in solo que. It's abusing the fact the survivors cannot effectively communicate their whereabouts so they either run around the map or they decide to just do gens injured."
Why is it not fun? Abusing is an interesting word choice. To me that implies "unfair" or like "taking advantage of". No communication is what the game is balanced around and intended. I would expect someone to play assuming they have a lack of communication. Are you saying we should assume every match is a 4 man swf on coms? I don't think you want that because now you'd be implying every killer should be entering the match ready to sweat off and tunnel out as the start, we don't want that.
"It snowballs again and again. Onryo plays for increasing condemned and Twins abuse Victor's downing efficiency. "
You describe this as if they're doing something they shouldn't be or unintended game play. That's how they work. That's what they're supposed to be doing. It's not "abuse". It's playing to their strengths and as intended.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915023#Comment_3915023
The skill check requirement is the identity of the perk. Removing that would be really sad to see and is not necessary in my opinion.
I would suggest that it can reactivate after a cooldown of 50 seconds again on the same generator. (This should also apply for tinkerer). For perk synergy I would suggest that it gets an effect that extends all generator blocks by 3-5 seconds. That way it buffs itself by 3-5 seconds and other perks.
While I agree that it is part of its identity, skill checks determining balance isn't good for the game. As I mentioned before, it only punishes bad players and is useless against good ones. The ideal design we want is weaker against bad players and better against good ones. As long as it's based on skill checks it will rarely ever be used. The retrigger being added isn't really relevant to make it any better as it's flawed in design. I do like your extension of block effects giving it more synergy though.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915032#Comment_3915032
This effect could be cool for the global terror radius effects and distressing. For monitor it would be a downside tho.
My idea was for distressing was that it plays the wrong terror radius layer after a certain time, so survivors think you are close while you are not. For overwhelming presence the idea was to counter toolboxes and let you see people that are affected by it. Monitor is just buffed and doesn‘t need more. The other idea was to no longer exclude lullaby killers (Sadako) and give synergies with perks that only work in your terror radius and make them mapwide with distressing.
What do you think my fellow Sadako enjoyer about increasing or decreasing her lullaby?
Thanks for your feedback. I appreciate it as always.
For Monitor would this be all replacing the old base effect or in addition to as just an improvement? Also curious on your numbers for how much on each token. I like the addition of affecting lullaby, makes it usable on more killers, including Sadako. Although I don't know if it would be good enough to compete for my perk slots on her lol
For Distressing that could work. Would make it a bit more confusing. I like this.
Overwhelming presence is in a weird spot for its purpose. Like if you wanted to counter items, you'd just run franklins over this. Like even with that change I can't see a scenario that i'd rather run it over something else. Maybe unlike Franklins that's used to counter items, it could instead be a way to benefit off their items. Think maybe something similar to Face the Darkness, that isn't a hex, but it only periodically triggers to show survivors that have items in their hands. So less risky than Face the Darkness but more situational. If we have it just show their auras when they use items that's so little to not even matter for a perk slot and if the perk in any way tells them you're running it, then it's also dead since they'll just put the item down. Something like this or maybe you have another idea as well.
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I find a lot of the issue with the TR perks is just how little they affect the survivors. Something as simple as making the affect linger on them for 15 seconds after leaving your TR would probably go a long way.
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Another one rarely mentioned is Merciless Storm. Having this based around skill checks makes it bad against good players and really good against bad player. This is the opposite of the kind of design we want. I propose removing the skill checks entirely and just make it block a gen for 25 seconds upon reaching 90% progress.
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Steady Waves - Once per generator upon reaching 100% instead of completing it will split the progress between it and one other random generator with no progress.
Basically as a gen would complete at 100% it will instead drop to 50% and another random generator with no progress will gain 50% progress. So it’s not necessarily a gen regression at all but spreads progress around more evenly and gives more time to act.
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Hex: Drowned Insight - After hooking each survivor one time this perk activates. For each remaining dull totem block a gen. Each of those totems are lit as a hex totem and will block a corresponding gen until cleansed. Hex: Drowned Insight is not a hex totem itself.
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Chilled to the Bone - Negative status affects applied to survivor last X% longer.
A synergistic perk to add some extra duration to any of your debuffs you’re applying to survivors be that mangled, hemorrhage, exhausted, blindness, oblivious ect. This would synergies with perks, addons and killer abilities. Also works on debuff survivors apply to themselves in the case of things like exhausted. Essentially the killer form of Vigil.
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Slow and Steady - When a generator reaches 75% progress it becomes blocked until another generator reaches 75%. Deactivates when there is only 1 gen left to be completed or if any survivor is killed. Generators blocked in this way cannot be regressed while blocked.
An early game only slow down and the killer is not able to regress them at all either while blocked so once it is unblocked it will always still be sitting at 75%. Also added a death stipulation so they only get value as long as 4 survivors are alive. Compared to something like Deadlock it could last longer or be instantly deactivated if two gens are getting pushed at the same time, I little more variability and less reliability. Works as an “anti tunnel” for survivors tunneling their objective as it would force them to spread the progress to different gens and not just tunnel one.
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Danger in Numbers - When 3 or more survivors are within 8 meters of each other reveal their auras. While their auras are revealed in this way the killer gains 10% haste.
This is a perk that is very weak in most games and solo queue, however becomes extremely good against swf on coms. They try to set up reset points throughout the match and this is counter play to that to prevent their reset. Not a perk that would see value often but in the games it does activate it could be tide swinging. I like that it doesn’t affect solo queue much at all as well.
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Never Alone - Survivors receive an X% debuff to repair speed when doing a generator alone. Perk deactivates if any survivor is sacrificed.
Survivors natural efficiency is to spread out and do gens alone instead of grouping. This also makes it harder for the killer to pressure. This perk encourages them to stack making them less efficient and easier to multi pressure. Deactivates if anyone is killed to discourage tunneling and prevent its value in a 3v1 where it’s harder to stack.
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Hex: Deceit - All dull totems appear as hex totems to survivors. Each time one of these totems is broken a random pallet on the map is broken as well.
This would have some synergy with things like hex retribution as they would function as hex totems. It would also have some confusion with it as survivors may think they’re removing multiple of your hex perks before realizing they’re not giving some confusion with trying to figure out what perks you’re running. The final benefit being you’d have them potentially wasting time just breaking them thinking it’s a good thing
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What if you had a perk that made you give up both addon slots in exchange for an extra perk slot? Technically two slots to replace the one you’d use for this perk slot of course, but the net result would be gaining 1 additional perk slot in exchange for both your addons.
Might open up some unique builds and give some more options to killers with just bad addons.
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My biggest issues with her are just lack of tape counter play and killer items like onryos tvs being put on spawn priority behind chests which causes a very bad distribution of them with certain chest offerings and on certain maps.
Just swap the spawn priority to put killer items before chests spawning, it’s that easy.
For tape counter play I’d prefer tape destruction on hit again since it only rewards good play. You don’t even need to give them condemn for it, that’s fine. Passive condemn is just given for free which is why I don’t like it as much. You could say the counter play is hooking for tape destruction but this makes no sense. This is forcing you to hook more than you want to be as Onryo as it defeats the point of condemning if they’re already dead on hook and it forces you into chasing, which you generally don’t want to be doing in the first place.
I generally don’t want her anti loop buffed. It’s supposed to be her weak area. I’d rather emphasize her strengths and keep her weaknesses very apparent. With that said, her phasing is STILL bugged and not lasting as long as intended.
Fingernail is too required, you can never drop it. It needs to be basekit. She also has many outdated addons that make no sense and are just bad.
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It’s not that crazy, just reasonably good. It’s only a location ping, not aura reading.
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Killer perk that silences their ambient sounds. Think Myers breathing, footstep sounds, etc.
Another was one that increases survivor footsteps to where you could hear the running louder and hear all the walking footsteps.
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Lots of great ideas!
Personally since the gen kick limits exists I don’t think limiting CoB or Overcharge is even necessary but I’d be fine with your changes nonetheless.
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I will say that by that 4th person not bringing an item it allowed your team to dodge my franklins/weave. 4 items gets franklins/weave, 3 or less I swap to a normal build.
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As much as this probably seems like a joke to most players I legitimately think it would work and fit dbd very well. As you mentioned, the fin in the ground like water moving around. I figured his camera would just be third person. You'd only actually see the shark for his attack animation/hooking and then he goes back down.
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@Ashy__Slashy3 said:
I just want healing Poultice left alone tbh. But the patrol add-ons need to go which are like 3 if I remember correctly. Jailer's chimes and 2 outta 4 of the brown ones that boost the guards for doing nothing
Yeah that's fine and reasonable. Unfortunately his best addons are all green and below imo. His very rare and ultras are all disappointing to me.
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Yeah I always thought they could spread the gens from the middle a little further to the ends. Basically every killer just completely ignores the main building side completely since there's only 1 gen there anyway.
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@brewingtea said:
Recovery should not require a button press. As long as you're not actively crawling (and you don't have Tenacity) the recovery meter should fill automatically. There's never any reason NOT to recover (unless you're trolling) so why even make that an option?
That would go a long way towards helping the slugging situation. I can't count how many times I COULD have picked someone up, but their recovery is still at 0.
This sounds totally reasonable. I agree.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913292#Comment_3913292
I feel like making it a tad more forgiving wouldn't be an issue.
Not with Huntress throwing hatchets with those big hitboxes.
Yeah definitely not with Huntress. I'm generally not a fan of hit scan but his spear hit box is so wildly small that it seems reasonable as even with hit scan it requires good aim. Also helps with some of the latency issues people experience on Slinger.
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I agree, he needs addon help. He honestly needs base kit improvements too though. His addons that affect portals giving a debuff and their oblivious debuff should reach like 12 meters out. They're also too easy to remove.
STBFL getting gutted also hurt him a lot as it was his best addon.