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Blueberry

Blueberry

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  • @tt_ivi_99 said:

    I would add:

    - Thanatophobia: Bigger numbers.

    - Shadowborn: Once a survivor has been standing still for 3 seconds his aura will be shown to the killer until the survivor moves. It doesnt work with actions, it's just like the AFK alert (RIP Claudette)

    - Bloodwarden: Being able to be activated more than once would make the perk broken because of the EGC. Instead, make It so that if you hook someone when all the gens are powered, the perk will block the doors the second they get opened. This way survivors will always find at least 1 door blocked and they have to open them soon and work against the EGC timer to save their hooked teammate.

    Everything else is great!!!

    "- Thanatophobia: Bigger numbers."

    I was about to add this as well. Will update the post.

    "- Shadowborn: Once a survivor has been standing still for 3 seconds his aura will be shown to the killer until the survivor moves. It doesnt work with actions, it's just like the AFK alert (RIP Claudette)"

    I actually love this idea. 3 seconds sounds like a decent time as well.

    "- Bloodwarden: Being able to be activated more than once would make the perk broken because of the EGC. Instead, make It so that if you hook someone when all the gens are powered, the perk will block the doors the second they get opened. This way survivors will always find at least 1 door blocked and they have to open them soon and work against the EGC timer to save their hooked teammate."

    I was a little concerned with my idea since the EGC release as well. My idea made more sense beforehand. I like your idea, however I still think it might be too weak and I don't think people would really use it.

  • @Boss said:

    I disagree with Pop Goes The Weasel.

    Not that it should be Token based, but that you said enough.

    Because what i imagine could very well differ from what you imagine.

    I wasn't really being that specific with it, meaning just the general idea of a token system. So even if we each have slightly different versions of what each of us would mean by a token system it would still be generally an agreement. The specific details can be hammered out later.

  • @UncannyLuck said:

    Could you list those things? 'cause it's mathematically better than Ruin, and any situation where you'd lose Ruin you'd also lose NoED.

    Also I didn't realize you still intended for it to keep its hidden-totem-perk status - I take it that you couldn't cleanse it after the fact? It's basically "cleanse all totems or you have to do an extra gen"?

    "It's basically "cleanse all totems or you have to do an extra gen"?"

    Correct. There isn't a cleanse after.

    "Could you list those things? 'cause it's mathematically better than Ruin, and any situation where you'd lose Ruin you'd also lose NoED."

    Ruin isn't even that good, it's just the best slow down perk killers happen to have. I don't see it being better than Ruin as an issue. You could have your Ruin cleansed but the survivors still not cleanse all totems and NOED activate.

    I didn't list them specifically because "when would you ever not run that?" is extremely vague. Maybe I'd run things like BBQ, NC, or Discordance for added mid game pressure rather that a gamble of a slow down at end game because after all that's HOPING they don't cleanse it. It's a risk you choose to take.

  • @UncannyLuck said:

    I think the suggested NoED change would be too strong - when would you ever not run that? Like, what other 4 perks would you choose over running that?

    I don't think it's reasonable to call Remember Me situational since a killer will either: A) make it to the end game, or B) not have needed the perk to make it to the end game. And once you're in the end game, unless your Obsession is a master of disconnection or stealth, you're likely getting something out of it. If this perk was increased like that, they wouldn't be able to do something like make EGC start when all gens are powered since you could easily make it mathematically impossible to win - just something to keep in mind.

    "I think the suggested NoED change would be too strong - when would you ever not run that? Like, what other 4 perks would you choose over running that?"

    Lots of things. If you literally just cleanse all the totems is does nothing and is an empty perk slot. How would that be too strong? 1 extra gen is a lot more manageable than 1 hit downs. It's also pretty unanimously agreed by the community that killers don't have enough time and that perk is simply giving them some more time so it shouldn't really be an issue.

  • @PigNRun said:

    What Remember Me needs is getting its nerf reverted and making it not take effect for the last Survivor alive. Thats it.

    Even after the nerf reverted it's still quite weak. It needed a buff even in its previous state. Have you really had the perk effect you seriously as the last survivor a lot? I havn't even seen 1 person use the perk in months and I play a lot.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/478166#Comment_478166

    Well the problem is if we buff them too much they correspond with other builds and killer powers, this leaves them open to being paired with other perks to make for an unfair or unbalanced build.

    While these buffs aren't enough, they're reasonable. But what do you suggest? I'd love to hear peoples opinions.

    (That isn't sarcasm even though it sounds heavily implied.)

    Well, there's so many to go through. For starters, let's look at all the TR perks like Coulrophobia for example but there are many others as well.

    The issue with these TR perks is that you don't reliably keep survivors in your TR long enough for it to matter. Like only an idiot is gonna sit there and heal through Coulrophobia and it only takes a second to step out.

    What those perks need is the exact same treatment that the survivor radius perks received. They need to persist for like 10 seconds after leaving the killers TR. This change would make them much more reliable and improve their consistency which is what they are lacking.

    Infectious Fright needs to show auras, not just a location ping. A ping isn't worth much in almost all scenarios. Essentially a lot of perks need to be made less situational or VERY strong when those situations do arise. Most the situational perks we have are just OKAY when they work which shouldn't be the case if they are indeed that situational.

    Dark Devotion needs to last at least 10 seconds longer and shouldn't even have a cooldown. It only works on obsession hits and you are giving up all you pressure by letting the obsession go to HOPE you happen to find someone else. Even with these changes it still wouldn't be ran that much but at least then it might fit into a few builds.

    Hex: Lullaby shouldn't be a hex perk, it's not good enough. However, to get your token now you have to be a certain distance from a hook when someone gets saved (think like MYC works). Strong because it's permanent, but keep in mind, to get every token they had to literally give up all that hook pressure and just let that person get saved for free. Not to mention it promotes more "fun" type gameplay that survivors like when you leave every hook. Even at max tokens the perk really isn't that bad if you just pay attention. Just means you might have to pause the movie and but down your pizza for a sec to focus.

    Blood Warden should reactivate for any additional hooks once the gates are open. This is another one of those HIGHLY situation perks that is currently just OKAY when it even happens to work. This change is to make it actually very strong when it does work while keeping it quite situational.

    Hex: The Third Seal should also hide all status effects of the other survivors. Essentially you couldn't tell if they were injured or hooked unless you actually saw them or heard them across the map.

    Iron Maiden should show aura, not location ping for 4 seconds and Exposed for 60 seconds. As soon as they get in a locker even 1 time they are never using them again after they see the debuff, much less the rarity that people actually use lockers to even begin with. This makes the perk highly situational and very easily countered which means it should be extremely strong when it does activate.

    Mad Grit should 1 hit down while carrying a survivor. This perk is currently highly situational and extremely minimal payoff. Not to mention as soon as you down even 1 survivor with this they are never doing it again that game which makes it still weaker than a lot of other perks we currently have so this should be fine.

    Pop Goes The Weasel should be token based, nuff said.

    Lightborn along with its current effect should blind the survivor if they hit you with it well enough that it would've blinded a killer not using Lightborn. Makes it kind of a surprise throw back at them.

    Spies from the Shadows effect should be map wide. Its current radius isn't worth using over any other finding perks.

    Beast of Prey - Get rid of the whole gimmicky bloodlust effect. After being in a chase for 10 seconds your red stain is invisible until you leave chase. The time before activation may need to be a little longer but you get the idea.

    Shadowborn is currently just overshadowed by MnA. I''d like to add an effect that makes it slightly quiet your killer sounds. This includes the killer breathing, footsteps and just idle sounds many of them make. Just slightly to make you better at mind games.

    Thanataphobia needs to include dead, sacrificed and dc's survivors.

    Corrupt Intervention looks good on paper but doesn't pan out how it looks. Good survivors just wait out the duration without doing anything and essentially just delay the games start by 2 minutes. I'd like to turn this into a semi early 3 gen strat perk. It lasts until 1 gen is completed. Now it can't just be rendered worthless by waiting it out.

    Fire Up simply needs its numbers increased.

    Stridor used to be great but has never quite got back to where it used to be after the games sound changes. Increase its effectiveness to how it used to be.

    Predator should also make walking and running footsteps slightly louder.

    Overwhelming Presence along with the TR perk changes I mentioned at the begining of this post should also give the survivors a chance to scream and give a location ping if using an item while in the killers TR.

    Unnerving Presence needs its increased skill check chance increased.

    Hex: Haunted Ground just needs the second lit totem to not be deactivated after the first one gets broken. This makes cleansing totems a little more dangerous. Just 1 charge where you can't control when or even if its broken is a little too situational. This will just give it 2 charges to be activated, IF the survivors even choose to do so.

    Monstrous Shrine - Remove its current effect as it's even sometimes a negative. Make it so hooking someone in the basement causes 3 random gens to become blocked off for 30 seconds by the entity and begin regressing as if they'd been kicked. The auras of the blocked gens will be shown to the killer for the duration.

    Remember Me needs to have each hit on the obsession increase gate opening time by 8 seconds up to a maximum of 32 increased seconds. This is a highly situational perk that very rarely pays off and should be very strong when it does come into play. You are giving up an entire perk slot already all game AND you have to actually happen to hit your obsession multiple times.

    NOED - A highly controversial perk. First things first, I do not think this perk is OP at all as it is very easily countered. My point in changing it is because I think it's unhealthy for the game and rewards killers not for playing good but rewards them just because the survivors got lazy. I want it to reward skilled play. My change is that if the gates are powered and not all totems were cleansed that 3 random gens will reactivate. Basically making the survivors do just 1 more gen. This gives the killer more time to make SKILLED plays but yet not just free downs.

  • While the buffs are nice, most those killer perk changes would change nothing. No one would still run most those perks. The changes aren't enough.

    The biggest issue with most of them is just their base design and being highly situational. Most of them need things that aren't just number tweaks.

  • I was just thinking of giving WGLF an effect and baking the bloodpoint component of both in the games base kit to encourage fair play and give everyone more points. Plus making them less required to some people.

  • It should. However it wouldn't make her Ambush any less trash.

  • @Peanits said:

    To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked? What would prevent a killer from just standing next to the only unblocked generator?

    "To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked?"

    Why wasn't this thought of when Corrupt Intervention was designed? This is the scenario that realistically happens against any competent team which is why people aren't using it.

  • It was pretty nice when we got the Macmillian and Swamp map in updates. Would love if we could start doing that again but for realms with only one map.

    Well they kind of already have been.

    The Temple of Purgation

    Father Campbell's Chapel

    They are just releasing the new versions as maps for the new killers. That's probably asking too much for those ON TOP OF new chapter maps as well.

  • @HazeHound said:

    @Blueberry lmao, that's just ridiculous. Trapper is very strong and his ultrarares are broken actually.

    Definitely not.

  • That's not that great. Her and Feng are both still missing a top tier outfit.

  • It seems killers are strong because you are new at the game. Once you learn how to play better you'll realize how the game is actually extremely in survivors favor. "Most" of the killers are very, very weak.

  • @PatBrutal said:

    @Orti That could be a possibility, if it's just one outfit from head to bottom but this will need to be approved by the Artistic Director. At the moment we have a lot of things to focus before doing the Bunny Feng.

    But I will be happy to give your idea to the Artistic Director.

    Thanks <3

    @Patricia If we could do this Nea hoodie with the hood down, couldn't we do the exact same thing for Feng and just put some ears hanging down the hoodie? Y'all already have the base for it done basically.

    image.png

    P.S. With the hoodie down, give her that long hair we see in the Bunny Feng concept pictures, it looks gorgeous.

  • @ClogWench said:

    I'm expecting the map to exist but the leaked ones just look identical to Haddonfield and frankly I can't imagine them using two specific Realms that look identical

    What do you mean? They've literally done exactly that multiple times

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/477523#Comment_477523

    It's not so much that they mended. I expect all survivors I tag to finish mending while I'm in a chase with a different one. It's the fact that they all 3 mended, all 3 healed to full health through Sloppy Butcher, and then got so much work done on a gen during the chase to get a down that after I spotted them with BBQ after hooking Claudette, they finished it by the time I was half way over to them.

    I'm so used to having other survivors I tagged to still be injured by the time I get a down. The fact that it never happened once that game was just so unlike every single game I've played as Legion since the rework that I had to say something about it.

    Well most skilled survivors aren't healing after that Mend. I don't. There's enough pallets and time wasting loops to get us through 5 gens, especially if we aren't wasting time with heals. Not to mention we got the killler only running 3 perks since he used a slot on Sloppy for nothing.

  • Another 10 games in a row this morning with 2-4 DC's in EVERY single game. I've stopped using my blood point offerings as they're just getting wasted. This is out of control. I can't get a single normal match. This is also DC's on their first down before even getting hooked.

  • Idk if I'd call that a strategy lol. The mend effect is pretty pointless. By the time Legion tags the second survivor I've usually already finished mending myself.

  • His base kit needs such huge buffs. You could literally give him both of his ultra rare addons as part of his base kit and he would still only be upper mid tier, that's how bad he is.

  • @[Deleted User] said:

    I've been experimenting without Ruin on my main (Spirit). Like you said, Ruin gets cleansed early when I need it and if I don't need it, the games could just end sooner.

    My current build is Save The Best For Last, Agitation, Nurse's, and BBQ. The goal is to substitute Ruin for perks that allow constant pressure.

    STBFL is obvious. Less weapon wipe time, and back to chasing. I found that I was losing a lot of time hooking survivors, and Agitation also gives me more basement hooks and far away hooks for added map/gen pressure. Nurse's to not allow healing. BBQ for pressure immediately after hooks.

    Edit: I've seen Corrupt Intervention mentioned. I think it's a trap perk. It causes survivors to spread out early instead of being grouped up. I've ended up in awful gen spacing situations every time I've used it.

    Agitation is a wasted slot and STBFL is only good against idiots which is where it doesn't matter anyway. The whole point of STBFL is to phase quicker after the first hit, but that is never happening with your power off cooldown because that would mean you literally ran them down for the first hit. Against any even half competent survivor you aren't running them down as a Huntress with no hatchets. Against decent survivors you will be landing hits out of spirit phase which means it will be on cooldown rendering STBFL pointless. STBFL is a trap perk that is only useful on Spirit against potato survivors.

  • @Orti said:

    @Patricia I know and I'm glad you're focusing on other stuff right now,also I'm not even a Feng player. It's just odd for me that you wasted that great concept a lot of people liked only because of a simple restriction that can be easily avoided. Also this feature would add possibilities for other skins that usually couldn't be implemented because of design restrictions or clipping issues. The only thing we really need is weekly Jake skins ;) Thanks for the reply and have a nice day!

    Future full sets of animal onesies for all survivors ;)

    Something like this

    image.png

    I can promise you, people would pay a fortune for these things devs. Trust me

  • A great idea. We'd actually be able to test a lot of changes ourselves instead of waiting on the dev team each time. Not to mention we'd start essentially building content for them.

  • I'd actually say most killers and survivors alike think she's one of the most balanced killers alongside Huntress.

  • @PatBrutal said:

    So regarding the Bunny Feng outfit, it's more complex than it looks. So basically, the body of a character is separate in 3 parts Bottom, Torso and Head. So if we want to do Bunny Feng the hoodie has to fit with any other torso and sadly at the moment it's impossible.

    What about the same outfits with the hood down? So we could see the ears somewhat?

    Maybe even replace the hoodie with bunny ear muffs but keep the rest of it?

    Y'all were able to get a hoodie on Legion, any chance you could do it that way?

  • @ClogWench said:

    I'll never understand the obsession with Bunny Feng or Feng in general really

    Shun the non believer.

  • @Volfawott said:

    I agree can we please get some confirmation on this.

    We've been waiting for these cosmetics for a long ass time

    For real it's been at least a year and a half I think. At least to let us know if we should give up on it or if it's still on the table.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/475956#Comment_475956

    Exactly.

    Anyone that plays killer at all knows how much easier it is to win vs a 3-survivor team as compared to 4-survivors. This is game design. Not many multiplayer games literally leave players dead and useless spectators for the rest of the match.

    Unhooked survivors start injured. They are louder, they bleed, and if you're nearby, they're practically screaming about where they are located. Already more than 50% of your job done for you. Game design.

    And for survivors, what is there to do for the tunneled survivor? You're either skilled enough to run the killer around for the rest of the match (or lose the killer with the few viable stealth options), or you're not a filthy smurf and you get downed eventually. And for the teammates of the tunneled survivor? Most optimal play is to gen rush and end the game quickly, which is why the killer wants to tunnel in the first place. Again, game design.

    The biggest problem with this game is the most fun style of playing is the least competitive and vice versa. Letting all four survivors live for most of the game is literally the worst thing you can do as a killer and that sucks for everybody.

    That summed it up pretty well. Unfortunately the devs keep trying to punish killers for playing optimally and are trying to force us to play stupid for the sake of survivor fun solely with the changes they keep making and the perks they keep releasing.

  • @Hoodied said:

    If you can do it, can you give us an option to remove the bunny ears?

    If you can I would be very grateful

    A toggle in game where you can raise and put down the hood! ;)

    Now I would pay a lot for that.

  • "They’re should be a time limit if the killer isn’t hooking you"

    There already is a 3 minute timer that's slowed down to 4 while you're down. This is also assuming you are downed RIGHT when it starts, so realistically you have a lot less time to wait than even that.

  • @Mochan said:

    Tunneling is evil and the devs need to change the mechanics of the game more to discourage it. Getting less pips is not a punishment. It's a reward for killers. It become an unholy synergy:

    • Tunnel Camp
    • Get Less pips
    • Kill more Surivors (Win the game)
    • Profit!

    So of course more killers are going to do it.

    I'm pretty sure most DCs in the game occur because of tunneling. Getting first downed in the game is like 75% chance of you getting tunnel-camped and dead without even getting a chance to do anything.

    I certainly feel like DCing when I'm first to get hooked and I see the killer just tunnel camping me, and my idiot teammates just farm me for unhooks.

    You want to fix the DC problem? The first step is to fix the tunneling problem.

    You want to fix the tunnel problem? The first step is to fix the games balance problems.

    You are viewing tunneling as the sickness when it is in fact only a symptom of the real problem. If the game was better balanced tunneling and camping would go down tremendously.

  • @Visionmaker said:

    I tunnel as killer because it's the easiest and generally most effective way to win. I won't tunnel as hard when I know they DS, MoM or whatever, or if they're obviously way too good.

    I don't like tunneling because it's not fun for the survivor.

    It's not about fairness. Everyone deserves to enjoy the game and play competitively. It's about game design and how the design promotes unfun behavior like tunneling, camping, and gen rushing.

    "It's about game design and how the design promotes unfun behavior like tunneling, camping, and gen rushing."

    That's another very good point to make. The game is designed to be played in those "unfun" ways if you want to win. Winning while playing completely "fair" by survivor standards is generally only happening if the survivors are all potatoes.

  • I generally leave every single hook and don't tunnel. That said, if a survivor tbags/flashlight flicks/plays toxic I make sure they die and those people lose all right to complain about tunneling or camping.

    It's very, very rare I have tunneling issues as survivor. I think a lot of people call things "tunneling" and for that matter "camping" as well, that really aren't and they're just being salty.

    For example, just happening to run into the same survivor that was the last one you hooked in another area of the map. That isn't tunneling, I just happen to run into them. Yet most survivors will still call that "tunneling" and expect a killer to just be like OH MY BAD, can't touch you again, don't wanna be a tunneler and just ignore them and just wander off to continue looking for someone else. The killer relies on maintaining pressure in a game and just letting someone go to just random try and find someone else is throwing away your pressure and tempo. I'd rather have ran into someone else but I can't just ignore someone I find.

    Another example is when survivors make stupid saves right in front of me before I can leave. I will go after the rescuer instead, but I'm still going to wack the guy getting off because if I don't then that rescuer is getting rewarded for farming his teammate. I'll leave that first guy on the ground to be nice and give his teammates a chance to save him while I chase the other guy but even this kindness gets twisted around to "tryhard slugging". You're wrong as a killer no matter what you do.

    Also for this matter, we now have DS as an anti tunnel perk to counter these things anyway if it is actually that big of an issue for someone.

  • I actually think the ranking system is pretty good. At least way better than what we had anyway. If anything I think it's still too easy to pip for both sides, not too hard.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/475388#Comment_475388

    Hm...what if we made it the first two (maybe one) traps instead, had it also let Pig start with +1 RBTs, and possibly also dropped it a rarity? My concern with it being the last two traps is that if the last gen is popped before you get to those two traps (which could realistically happen if you have 5 traps), you just wasted a high rarity item for absolutely nothing. At least by putting it on at the start, you guarantee maximum time waste early on unless they successfully call your bluff.

    We could do that. However, if you are getting to the gates being powered without having used all your traps yet then it was already a really bad game to begin with. It's very rare for that to happen.

  • I can think of multiple counters for almost all of those you listed as not having counters. This is very inaccurate.

  • @CallMeRusty420 said:

    Corrupt Intervention is way better than Ruin because...

    1. Blocks the farthest gens from the survivors rushing them
    2. Isn't a Hex perk that can be taken out in 30 seconds
    3. Lasts for a solid 2 minutes

    "Blocks the farthest gens from the survivors rushing them"

    Irrelevant

    "Isn't a Hex perk that can be taken out in 30 seconds"

    Because it essentially cleanses itself

    "Lasts for a solid 2 minutes"

    Which makes the perk trash. Rank 1 survivors that aren't ######### will just sit back, not touch a gen and wait for the timer to end. Now it was a completely wasted perk slot. Those 2minutes isn't even time gained because you aren't getting a chase. It is literally just changing when the game starts and essentially just sitting everyone in a map afk for 2minutes.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/475211#Comment_475211

    This is an interesting idea, though it would be supremely feel-bad for the SWF Survivors to catch on to the fact and for your Ultra Rare add-on to be made 100% useless. Is there anything that can be done to alleviate that?

    I think those situations would be far and few. Also, by the time they even caught onto it you would've already got quite a bit of use out of it imo.

    That said, we could make it only have like a 50% chance of effecting each trap and give you an extra trap as well. This would make it so even if they did know you had it they couldn't guarantee they would all be fakes and not be able to chance it. Maybe even make it so JUST your last 2 traps are fakes? By the time they knew they were fakes it wouldn't matter.

  • I do think Plague needs buffs, but she's definitely not worse than Freddy. She's currently sitting around mid tier.

  • I was actually thinking the complete opposite. I want them to get away from "a big guy with an axe." and towards much more complicated and skillful killers with unique abilities. I'd also like them to challenge themselves to delve into more "creaturish" killers and away from strictly only humanoid ones.

  • I play to win. I couldn't care less about pips or bloodpoints. The kills are all I care about.

  • I like the idea. It would give her a lot more continued pressure.

    Her Rule Set #2 effect should be baseline.

    In its place the new effect for the addon would basically make your traps "fakes". Essentially your traps would act just as normal, but be entirely non lethal. ie beeping as the timer gets shorter, beeping fast if you go near an exit gate like it's going to activate and kill you if you try and leave. When the timer ends or you try to leave an exit gate with it active, instead of it killing you it will just pop off. The thing is though that none of the boxes have a key. So essentially it will make the survivors waste the absolute maximum amount of time possible checking all boxes, panicking and maybe even making bad plays or letting people die because they think they're about to pop.

    This trades lethality for much heavier time wasting and possibly bad plays from panicking that they are about to die.

    Now yes this could be hindered a lot by SWF, but remember most games aren't SWF and even then most of them are just 2 people. This is also only if they are actually in voice comms to tell eachother. Even then, by the time they know what's going on they would have already gone through ALL the boxes much less other survivors currently still looking through them as well. I still think it would be highly effective in these worse scenarios.

    This would also add some interesting builds where you want to combine addons that add boxes AND ones that increase the time they have to get it off so that it takes longer before they realize it's a fake.

    Not to mention the added bonus of any RBT effects you are using from addons would stay with them much longer.

    I think this would be an extremely fun and heart pumping addon, while also being quite effective.

  • @Hoodied said:

    @Blueberry When they get Buffed, NoEd will just become Small Game for the survivors and killers to pick apart, everything eventually falls and NoEd will after the Freddy nerf-I mean rework

    If they pick it apart then it seems it would've wasted time and done a good job.

    I personally would change NOED but not because I think it's OP or because it's required on anyone. I simply think it's unhealthy design.

  • @Hoodied said:

    @Blueberry Trapper is really known for NoEd, same for Freddy, Wraith

    but this is just my game play information I have got, as almost every match against them is this, others gave me info on this and they also have found these killers running NoEd way more than others, but if one is changed, Freddy for example when he is changed, NoEd could be changed directly after if they wanted to

    This is just because in general those three killers are all weak, not because NOED actually works with their kit or anything. Instead of relating this to NOED it should be to them simply needing buffs.

    "have found these killers running NoEd way more than others"

    Correlation doesn't necessarily mean causation. Them running it a lot wouldn't infer it's required in other words.

    I wouldn't call NOED required on any of them. I don't use NOED at all and use all those killers at rank 1 regularly.

  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/475074#Comment_475074

    It's hard to say, because she is a game changer in chase compared to any other killer. So people are less used to play against her/change their style, or aren't willing to adapt.

    With map design, I have to say it's hard to say. Nurse only has advantage on places, where she can clearly see survivors, but those having limited space. And those aren't so often. On other places you have either LoS breakers or enough space for a mindgame gamble.

    I personally think the thing which benefits base nurse most, is that her animations/blink movements seem to be more vulnerable to latency compared to other killers. At least by my experience it feels like that when I face her, that my ability to judge her blinks is less accurate the higher the ping gets. Maybe it's just my imagination, but it really feels like that.

    Seems we generally agree then.

    I personally don't see a latency factor on her blinks being a topic at all. I only join games with good pings so this factor never comes into play. Even it was dedicated servers are coming soon so it's kind of irrelevant.

  • @Hoodied said:

    @Blueberry I don't want them changed, I put down "If" for a reason, also I put "Would they do that" as well at the ending,

    Well then my point is back to what killer has required perks that would be looking to get changed?


    Trust me, out of all the perks needing to be changed I highly doubt those are getting touched to be worried.

  • @Hoodied said:

    @Blueberry For the example one

    If you change a perk that works really well for one killer and the killer is left unchanged, the killer will end up being gashed as he/she lost one of his/her perks that were required to help carry up the killer in the chase/Outside of the chase, this is using my play-style as Myers

    If they changed Monitor, and Myers remained unchanged, then Myers would lose some of his tier 1 and 2 stealth

    If they changed Nurse's Calling and Myers Tier 1 remains unchanged, then Myers could lose his ability to scare healing survivors

    Situational, yes

    Would they do that, maybe

    Is this an opinion, sort of

    "If you change a perk that works really well for one killer and the killer is left unchanged, the killer will end up being gashed as he/she lost one of his/her perks that were required to help carry up the killer in the chase/Outside of the chase, this is using my play-style as Myers"

    Well in general the entire point is mostly buffing perks not fundamentally making them doing something entirely different. Also, some perks are good on certain killers but I don't believe there are any perks that are just REQUIRED on any killer for this to be accurate. Since you are referencing Myers here, what perk are you calling required on Myers that would be getting changed or needs changes?

    "If they changed Monitor, and Myers remained unchanged, then Myers would lose some of his tier 1 and 2 stealth"

    Why would Monitor be getting changed? Out of the insanely large list of perks that need changes Monitor is probably one of the very few that actually do not.

    "If they changed Nurse's Calling and Myers Tier 1 remains unchanged, then Myers could lose his ability to scare healing survivors"

    NC is also one of the few that actually don't need changes.

    Why do you think NC and Monitor need changes? Those two perks are actually both very good and balanced currently. I don't believe these would be on the list for changes at all.

  • @Hoodied said:

    @Blueberry Run David with Urban evasion and you will see skins have different play-styles, Feng Min usually requires Iron Will, and NoEd was the most complained about perk in the game, other perks cannot be changed without first changing certain killers, or that killer will feel the pain of the perk being changed, back to survivors, like I mentioned, the survivor Claudette Morel is short, but also stealthy while you could play Kate, and they would see Kate easier than Claudette

    "Run David with Urban evasion and you will see skins have different play-styles"

    I do and there's not.

    "Feng Min usually requires Iron Will"

    I disagree

    "other perks cannot be changed without first changing certain killers, or that killer will feel the pain of the perk being changed"

    How so? Provide an example please. I disagree with this as well

    "the survivor Claudette Morel is short, but also stealthy while you could play Kate, and they would see Kate easier than Claudette"

    Claudette is probably the only exception compared to all other survivors. She's pretty broken. This is just one exception that I don't believe could be said about any other survivors.

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