Bran
Bran
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- Bran
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I think it would be okay if you have a medkit you can use it to fully recover, consuming the medkit on use. The recovery time based on perk tier. (Even on an empty medkit).
Being able to use a dropped medkit is way too complex for the game. I also just don't think that's good for the game.
Other than that, the perk seems okay.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2557451#Comment_2557451
I'm not going to play the game if I have to bring an anti totem build every match and turn the game into a totem cleansing marathon. They're not fun to do in my opinion and in the time it takes to cleanse one the killer can travel across a lot of the map. The perk gives too much power and reward to killers.
Couldn't that same thing be said about other perks as well...even survivor ones π
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@GoshJosh said:
Just add a secondary effect that it also blocks an exit gate area while the killer is inside it.
I'd go for that
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I think just a rework of the egc and exit gates would be better.
But as for the perk hooking with an open door seems best so you can have more control over it. Even though the 60 seconds fly by.
Picking a survivor just wasted time as you either drop them or hook them.
Injuring seems less effective.
Maybe once they enter the exit room OR when they try to escape as in actually go to leave. This could give the killer a better time since now they can't easily wait it out.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2561475#Comment_2561475
This at the very minimum. It provides no feedback to a survivor trying to use an item for its intended purpose, while also rendering the item and its add-ons 100% useless (which could cost a survivor up to 18,000 BP to run). On top of that, it punishes them for doing so. I would be hard pressed to find any other interaction between perks and items in the game. Even as powerful as Franklinβs is, it has counterplay. This is just βHee hee flashlight bad, my perk hard stops it all matchβ.
TLDR: Itβs a perk with no feedback or counterplay.
Killers can look at objects that block flashlights from hitting them, not even hard to do.
With lightborn it just lets you have more freedom with picking up or not being blinded at pallets.
So really it's not busted at all.
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I don't think there can be a rework unless it's an actual nerf π€
How can we keep it the same but change it?
Kick a gen? Already a perk.
Down a survivor? Would it be worth only a few seconds?
Hook a survivor? A few seconds still.
In a chase? Already a perk.
Idk man, idk.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2557912#Comment_2557912
Dead hard: It's not counterable if they do it for distance.
Unbreakable: In most cases sure but when all the gens are done? Yeah hooking is not countering it's giving up.
Iron Will: I think it should have breathing at least,
NOED: People are either complaining NOED is unfun, weak, annoying, or too strong in solo Q. It's clearly NOT FINE.
Dead hard: even for distance, if there is no pallet, window, exit. It will only extend the chase a few seconds.
Unbreakable: better hook than to let them up, plus one time use.
Iron Will: can't really argue there.
Noed: survs refuse to counter it or play around it. They'd rather not have their games any harder than it needs to be. So when noed inconveniences them they complain rather than learn to play against it. Unfun isn't a valid thing really, weak is opinionated, strong in solo q can also be opinionated.
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2560410#Comment_2560410
the good old retroactively bring a perk idea
Ole reliable
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Males when they run: π£οΈπ«π₯π«π€π¦π§¨π³πΈποΈπΊ
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Iron maiden and patience π
Other wise try and get to the locker asap, ignoring the pallet if you can
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Last time I checked bbq still worked against slugged survivors π
Yeah I feel like sometimes it trips out, but most of the time its okay.
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@SeannyD115 said:
The moment the other survivors see my mettle of man + no mither they would leave
Tempting π
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I can understand this sentiment towards noed and newer players.
It could definitely put them too high up for their current skill level.
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@TunnelVision said:
Steve getting hooked <3
same π
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Ghostie π
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Hmm π€π€π€π€π€
As long as locker orientated perks cannot activate if switched.
So like if you have head on and switch and the other surv as head on too. It has to re-arm.
Seems like a meme perk though so not really viable in an actual build. I would assume at least
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2559289#Comment_2559289
Certainly. But you know as well as I do that they simply coded Thrill to work on a totem end of story. They don't know how to switch to not work on Boons. Same reason they had to change franklins demise is because of Nemesis vaccines.
I suppose that would make sense π
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Let's be real: Hex Perks are awful. They might have strong abilities, but they are absolutely garbage to run now.
That being said..No. I think that would just be adding too much to the whole totem mechanic. Nothing would change they would just bless or cleanse them.
I'd prefer killers being to destroy totems instead.
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@Impose said:
Because it would interfere with their new boon totem gimmick, and we can't have that
Being fair, thrill didn't have to activate a notification as survivors bless a totem. It could have remained the same.
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Well we know killers would tunnel and camp because they feel pressured or locked into it, others might not just care.
But people who get mad seem to blame the wrong reasons and exaggerate what actually happened.
Because imma be honest, I don't think most people who complain about had it happen to them soon many times so often. Not saying it doesn't happen.
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I didn't even think that when blessing a boon totem, that thrill would work with the notification. I assumed it would only ok increase the blessing time. Right now I'm like "it could only worked when blessing hex or cleansing a hex",.
The killing of thrill proves the point that the devs will nerf killers at every turn π. But we already knew that didn't we
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2559014#Comment_2559014
Leatherface camping at the basement stairs. Literally nobody can save. Hooked survivor is not supposed to equip perks just to counter facecamping like that tbh
That's one killer. Huntress does have the incapacitated hatchets as well, but it isn't often where your In a situation where you cannot at all go for a save against a camper.
At least in my opinion
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Loops should probably get a change. Really is no fun having to chase a survivor around a wall or pallet. The only way your getting them is with a few selection of perks, bloodlust, or they make mistake. Even then it's still give or take.
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The perk isn't really a team based perk. It can help teammates, but it really is just an exhaustion perk for lockers.
So just because it can help teammates doesn't mean it should be changed to do it better.
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Nah.
There are many reasons why killers face camp. run BT, Del, Camaraderie.
I usually think the people are just too afraid to get injured to run up and save anyways π€·ββοΈ
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And also have a larger radius to return it to it's normal speed of a survivor is nearby.
On one hand the killer is now watching the surv die slower and the survivors can't just stand near them.
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Dead hard: very counterable. If no pallet, useless, window is semi useless.
Unbreakable: don't slug then, hook them. Counterable as well.
Iron Will: (I barely notice when they do run this). Still has blood unless paired with other perks. If your in a chase there's no problem.
Borrowed Time: yeah, pretty annoying. Timer is very long. Waiting kt out isn't even an option sometimes.
Noed: completely fine. Don't try and hide a noed nerf post behind other perks π€¦
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I see the values but I wouldn't be with the change. I don't view the perk as a team perk, so I don't see a reason try and make it one.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2550210#Comment_2550210
Right... because I spent millions of blood points on multiple survivors just to keep a permanent anti totem build in every match I ever play. I guess I should also bring a map every match too and make all the points I spend on other items worthless. Unless you're doing SWF and can have someone on the team be on totem duty then its always taking a risk on what you will be playing against.
You complained about totems, but didn't use a anti totem perk, despite only using 1 perk.
If your so upset, use an anti totem perk. That's why there are perks.
I went up against a nurse who had noed. I joked "they probably have noed". All gens done, I'm opening a gate, get downed and die on my first hook since everyone left. I dont use anti totem perks, I don't like them. If I'm caught, I got caught, aw well. I'm not going to say they didn't deserve to get the kill, they caught me slacking end of story.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2553874#Comment_2553874
Why would this be an inconvenience?
Because I'm not going through 40 different maps and variants just to pick 1 or 4.
Even now the chances of getting a map would be 1/40 so the only difference is now you can't get that map. Henceforth unnecessary.
Its a inconvenience because it just adds something that doesn't need to happen and serves really no purpose as it's a low chance anyway.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/286411/remove-bloodlust-give-survivors-stamina
https://forum.deadbydaylight.com/en/discussion/comment/2553798#Comment_2553798
It is because Friday the 13th did it just fine and if anything even with the stamina bar it was fair, if they did anything else to chases to make them not ring around the rosey EVERy chase it would be a little more fun
Well I for one have played F13. I wouldn't say it was "just fine". It was okay, maybe not fair, but it was okay.
But that would be too much work and would just not be fun. Probably not even fair. I'm a killer main and that seems dreadful
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2553836#Comment_2553836
As survivor, you would get rid of 1 map out of almost 40 and as killer 4 out of 40. That is not exactly "always the same maps over and over".
40 maps? When it's said ban a realm, I'm assuming that means all variants of said realm.
That would just be an inconvenience for everyone playing and is very unnecessary.
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Have I told you the story of a survivor revealing me behind a tree whilst I was behind a wall and that tree was dang near across the map from me? Yeah, reveal needs to be fixed.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553435#Comment_2553435
All I know is if I do decide to play killer I am using thrill of the hunt π€£
Until they cleanse thrill that is π plus, it's a dead perk now
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The change of 24 seconds for hexes have been good. Other than that, that's been the only change (I think?). The stacking was a bug in in itself.
Now we just need them to not be able to be placed infinitely.
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Kinda ruins the experience doesn't it. I mean I'm all for not going to maps I don't like, but that would get pretty old really quickly only going to the same map(s) every single time
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Otherwise use lightborn π
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That is a creative idea I'll give you that. Idk if it's a realistic idea for the game though.
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That's already how things are now.
The only difference is now only 1 survivor can take hatch now.
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If you are afraid of DS, re down the survivor and pick them up. You either get the hook or eat ds. It's a win win for killer π.
We really need to talk about BT deactivating whenever they unhook a survivor (since I don't think it's deactivates by doing this).
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@LapisInfernalis said:
That's called hook vacuum (the killer just sliding in front of the hook during animation) and needs to be fixed.
That would require it to be broken π€.
I for one think it's fine especially since survivors become Snorlax when unhooking.
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I would say this could be cool. Idk if I'd like the change, but there not bad.
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Dead hard is popular, but it's only good if the situation is right.
- a pallet or window is nearby and the killer is not close enough to lunge at you.
- your about to escape through a gate.
Other than that, the perk does nothing for you.
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The survivor ones, not going into detail, would be very controversial. Especially the ones that decreased noises.
Adrenaline is a cool changer, but shouldnt give the heal if hooked, trapped, picked up.
The killer ones arent entirely good, but not entirely bad either. I don't have any thoughts on them
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2550357#Comment_2550357
Yeah, but even at max timer, once the gate is open, there is a maximum of 4 minutes and then the game is over.
Before EGC existed, there were situations where Survivors were running around the Map and hiding. Or Killers just blocking Survivors into the Corner until they DC.
This cannot happen anymore. As I said - at maximum 4 minutes.
It's designed to give the game a definite end.
Yet the timer can be extended and can be avoided by 99ing the door.
It's not about giving the game a definite end. It's about how it does it.
Hence, it does it's job poorly.
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@ThanksForDaily said:
Nah. What about bloodwarden, NOED, No way out?
They need to change all the end game perks somehow plus the EGC it self to be balanced.
Too much time invested for something is not that big of a deal.
Yes. I do agree some perks would have to tweaked.
But I disagree since the egc is a do or die situation with the game. Where killer and survivor still have time to get last second escapes and kills.
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@Aven_Fallen said:
"- it only exists to stop the get being held hostage, but does it very poorly. (99 the door, extended timer). What's even the point?"
99ing the Door-->Killer can open it.
Extending the Timer-->Game is not being held hostage, there is an definite end at this point.
EGC is not there to give the Killer anymore Kills. Your idea would favor the Killer.
-opening the door doesn't matter when the game is extended another 2 minutes if you get a down or hook.
- of course it's not holding the game hostage. It's prolonging the game more even thought is suppose to be ending it. It's ironic l the timer increases/is slower.
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I don't think it would change anything.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2549880#Comment_2549880
DBD is NOT a competitive game nor is it balanced to be competitive. Being frustrated at game imbalance does not mean you aren't trying to have fun. Not every PvP game is hyper competitive, DBD's problem is that even if you try your hardest odds are stacked experienced SWF Survivors with all meta perks and items/addons are probably going to stomp you unless you are really good at Nurse.
Competitive or just playing to have fun, there is very little enjoyment to be found from this.
It may not be a full out competitive gamez but I sure feel as if the devs want it to be. I mean, they did put in a sbmm.
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They don't know what there doing. That's the reason. π