Avatar

BubbleBuster

BubbleBuster

About

Username
BubbleBuster
Joined
Visits
0
Last Active
—

Comments

  • IMO it should not refill all your hatchets but i like the idea.

    Maybe refund the hatchet that hits or giving you 2 hatchets so it s a refund +1. It probably won't even need a huge downside if it just refunds hit hatchets.

    it might be very problematic with iri head though...


    I like the concept !

  • imo a permanent %-based bp increase would be nice. Like for every Devotion level you get a 5% multiplier on BP gains. Sure it s not much but at least it would be something.

    PLayers that reached Devotion 30 wouldn't care since they already have evrything anyways but for people like me another 15% BP would be nice to max everything a bit quicker.

  • @Chocolate_Cosmos said:

    Imagine if his traps would be like Chameleon.

    Each map would have different paint of color that fits the general ground. So for example Eyrie would have like sand themed traps so they are harder to spot. Etc.

    this

    and then change the tar bottle or whatever that add-on is into "Invisible Paint".

    "Invisible Dye":

    A mysterious clear liquid stored in a fist-sized glass bottle. It reeks of ammonia, sulfur and metal. When using it to paint various objects it changes color as if to hide the object it was painted upon.

    • Upon setting down a Beartrap, it changes in color. adjusting to the ground it was put on.

    since some places have different colors (Eyrie of cringe for example is very sand colored but the shack for example isnt) this would probably be bugged as hell but I'd like to see if that would actually be a good add-on.

  • as long as the money from new customizations goes towards making the game more fun I am all for it

    1. I like the boon but imo it's just a worse shadowstep. the healing sounds reduction could be 100% and maybe add gen repair sound on top of it. Can also add other sounds like chest opening, cleansing and blessing totems. Also it should not affect Pebble because pebble is precious.
    2. this is probably one of the funniest ideas ever but could probably also be hyper abused by swf; the god looper gets someone else to give them confession, then the guy that gets put into the dying state by confession sticks with another teammate on gens. As soon as they get put into the dying state they get picked up. IMO it sounds funny and bad enough to be at least tested but i can see they youtube thumbnails XD
    3. I personally do nothave a problem with the name but I think from the dev's standpoint thats a no go. The perk idea itself though is quite nice . Is probably as good as Head On.
  • @Nazzzak said:

    It doesn't happen enough for it to bother me personally, but it feels like it's one of the biggest complaints in the game (aside from DH complaints but that perk is dead now) so sooner or later they'll have to do something.

    IMO they need to think outside the box and implement something like a good sportsmanship reward system. I saw someone once saying other online games have a similar thing, where players are given rewards to hand out after the game. Could be extra bp or xp in the case of DBD. I know it can be exploitable by swfs just giving them to each other, but I'd enjoy giving stuff like that out to killers and survivors. Might even help survivors cutting back on the tbagging etc.

    League of Legends has a fairly decent system (although their rewards suck).

    at the end of the game you can reward one player in your team with "honor".

    giving someone else honor also gives yourself a little honor.

    receiving honor by someone you don't know (you didnt join queue with them) gives you a big honor bonus

    giving someone honor you know gives them less honor and yourself even less honor.

    getting punished such as being chat banned for toxicity reduces your honor by an insane amount which can take months to recover from.


    it s a good system if the rewards werent bad.

  • anything that makes getting points in the survival category easier is an upvote by me.

    stuff that should give survival points (ideas):

    • time alive
    • getting unhooked
    • perk specific actions (crafting a flashbang, resetting a pallet, setting a blast mine etc.etc.) <- i m not sure if they already do
    • becoming the obsession (not just dying or surviving as the obsession)
  • nice idea but this looks like a worse lethal pursuer.

    IMO this should activate every something something. Like after every hook, after every gen completed or something like that and then maybe tone down the effects.

    I like the idea of a perk that gives you stealth and mobility until you find a survivor or to get places you want to go but I'm not too sure if stealth and speed at the start of the match until you see a survivor is good enough to use as a perk. Trail of Torment still exists.

  • imo he should have less knifes but his main event should get buffed in return.

    I don't see a reason why you can miss 40 knifes but still down someone.

    Don't get me wrong i think he s a bad killer still and he should get buffs but i really don't like that he can just miss more knifes than i have seen in my entire life and still down someone...

  • @Saint_Vicente said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060919#Comment_3060919

    An inanimate bucket neither fixes itself. Fixing it with some duck tape from local store doesnt fix it completely, but could make it usable in other cases. Whatever...

    1. Sure the hatch grabbing was much more different that unhook grabs, it would lead to really boring standabouts and such where neither player wanted to give away their own victory. With the recent changes to basic attacks and cooldowns in the PTB, I dont see the survivor unhooking getting that far away from the hook, this would only affect if the survivor unhooking is not injured while unhooking. But at least it doesnt cause both survivors to lose their changes at possibly winning the game or losing hook states and further giving killer power by a singular dumb game mechanic.
    2. And its going to be proposed over and over again, because its a real proplem. Your on the hook, the cannibal is right there, what the hell are you meant to do. Give your life away because your not earning anything from staying in the game anymore, your just playing with randoms so you dont care. The cannibal still has his power outside of hooks. The proplem with cannibal is that he really has only just 1 power that greatly benefits in survivors being close to each other, but why? Cant he have some other power along with the chainsaw? Also I believe I did mention that killer that can do consecutive attack or instant downs are the bigger proplem, not the rest.
    3. Bodyblocking doesnt completely keep the survivors in sure, but yet it does some. If currently survivors are give base 5 or 6 secs of endurance, you dont have to do much bodyblocking to down. The basement is supposed to be in killers favor but just how much? It doesnt have pallets or windows, so survivor cant just run down there and loop a killer I guess around the quad hooks or whatever. Like in my previous comment I was possible suggesting buffs to killers while in the basement(aura reading mainly, but there can be more or less)
    4. The I-frames shouldnt even exist so that the killer doesnt lose time by hitting the wrong one. Also please tell me more as to why partial invulnerability shouldnt exist. As for BT, you can make different iterations for it and other variables, it may not have to be about unhooking, use your imagination. However the old BT might have proven that giving both endurance wasnt such a great idea so I do somewhat agree.

    oh you actually responded to my bucket analogy lmao.

    1. i was never against the idea, I just said why I think it might be bad but I'd be down to test it on a PTB. This change might work and is completely fine in practice but as matches have 1 billion variables I'd like to see the good the bad and the ugly things.
    2. I'd like a solution that isnt just "power gets disabled". Maybe make the overheat increase tremendously when you use it next to hook. Maybe it forces you to use it. Maybe using it once puts it on a cooldown. Maybe stacks become less effective. Maybe it no longer insta downs the unhooker. A lot of things that aren't "disables power" since that has been propsed 1 billion times and it s always the same being "it is highly abusable by survivors". Something that gives the killer the ability to use their power while not putting survivors in an unwinnable and unfun spot.
    3. the basement is the basement. it is imo totally fine and does not need any changing whatsoever. Every complaint i heard about the basement so far was camping or people getting stuck in the stairs. also outside the basement is often shack, one of the best loops in the game. Basement imo is a non issue. It should be killer sided. It should make survivors sweat a little. It should not be a home for bubba.
    4. partial invulnerability: how do you indicate it? how does it work? will swings go through the survivor and hit the guy in front? can you bodyblock while being invulnerable? can the killer just walk through you? what if the invulnerable guy spam vaults a pallet to block you from breaking it? what about the same on a window? can they do conspicuous actions? can they unhook someone else? how long does it last? will auto-aim break again? any perks that affect it? what about endurance + invulnerability? how do killer powers interact with it? There is a lot of things to consider when talking about invulnerability so I don't like adding another mechanic just because it might fix something because knowing behaviour it will cause more problems, then get fixed and be OP, then get nerfed but it is actually a buff, then a nerf that doesn't do anything, then it gets changed and is balanced but just because it is balanced does not make it fun.
    5. BT: i think it is okay as it is right now/soon; forcing the unhook is kinda clunky; i dont know what else i'd want it to do...

  • IMO what they should do:

    • nerf circle of healing again, make it so spam blessing COH isnt as good as it is right now. all other boons do not have this problem since their value is not as insane as COH/is situational
    • buff shattered hope; give survivors exposed inside the boon radius for 30 seconds. make it worth something. 8 seconds of aura reading for 1 perk slot that you MIGHT use 0-5 times is horrible. bitter murmur is just a better perk since it guarentees aura reading 5 times

    boons are not the problem, COH is. also shattered hope even against boons is kinda worthless

  • response to 1.: I'd like that to go onto a PTB and test it out myself. Just saying that "it'll make the game much healthier like the hatch grab" is a strecth. Hatch grabbing got removed because it let to standing still for possibly hours. Hook grabbing is not hours as the survivor eventually dies. Sure it might be frustrating for the other survivors and the hooked survivor BUT not being able to hook grab would lead to VERY safe unhooks which might be frustrating to killers. Testing this is the best way to see if you re right or wrong


    response to 2.: this has been propsed for the 1 billionth time now. The problem with that is always the same: survivors can abuse this so much it is unreal. Imagine being a Cannibal and the survivors force you to stay near hook and suddenly your chainsaw just does not work anymore. You get punished for survivors playing dumb. Simply disabling abilities near hook just does not work. The ones that do get disabled are the ones that can prevent the survivors from unhooking completely such as bodyblocking with charlotte and victor while playing victor, traps underneath and right next to the hooked person, bird of artist blocking paths and instantly downing you combined with a basic attack etc. etc.


    response to 3.: the basement is designed to be horrible for survivors. It should not be good for survivors. it should be in the killers favor. Bodyblocking as the killer should never completely lock you in as the basement stairs are wide enough to go around them. This is just a bad take imo. Sure some killers are way better with the basement than others but the basement is a killer-sided mechanic. It should not be abusable but it also should not be safely enetered by survivors.


    respone to 4: making survivors untargetable in any way shape or form is dumb. You get I-frames during the unhook animation, you should not get more. also base kit 5 second bt is gonna be added anyways so imma just ignore that point.

    Giving the unhooker bt... no... that was the first iteration of BT when it got released. that perk was the bane of everyone s existance. Not only could you not tunnel you also could not kill the unhooker. this gave free instant escapes when the exit gates were opened. Forcing the unhook also sounds kinda clunky.


    IMO all your ideas just shift the problem. Solving problems by creating new ones is not a good way to fix problem. You dont fix a bucket with a hole by cutting a new hole into it and using that spare material to fix the old one.

  • @SekiSeki said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060794#Comment_3060794

    This.

    Slugging is a play, it is a part of the game and sometimes necessary. If slugging happens and the killer just wants to punish people, then this is perfectly fine. It should probably disable if someone has unbreakable or the boon up.

    imo this should also apply if someone has an unused unbreakable if they just do not use it to waste the killer's time because reee slugging.

    I can agree that as long as Boon: Exponential exists somewhere on the map the timer should not trgger but as soon as the boon gets stomped the timer starts ticking.


    If the killer wants to play that way he should be allowed to, but they should not be allowed to just waste the survivor's time.

    Same with survivors crawling into random corners after getting slugged. hooking one of them should reveal the aura of all others. If you chose not to hook them they bleed out faster. If you hook them the timer slows down back to normal again.


    Just any version of this system that makes slugging viable while not unessecarily annoying to deal with. Let the survivors bleed out faster if the killer is mean. Let the killer find survivors easier if they decide to make the match last as long as their bleed out timer.


    It's kinda complicated to make this system because there is so many different situations and coming up with a solution that adresses all of them without being unfair to either side is complicated.


    I think i have a good starting point but situations are unaccounted for.

  • noticeably as in your experience as in biased and no proof

    also killers probably know the first wiggle is not voluntary... at least I am not that stupid. Maybe you just got unlucky. Maybe killers started to sweat more. Maybe something something not related to wiggling for 0.2 seconds.

  • Better Idea:

    once everyone is slugged in a match and nobody has been picked up (by themselves or from others) for some time AND the killer has not picked anyone up to try and hook them. The bleed out timer accelerates, killing everyone within seconds.

    No more pointless slugging but you are not just getting a free unbreakable.


    You could even make it so that only the survivor with the most bleed out timer left does not get affected by this, so they can find the hatch. If the killer closes it, their aura gets revealed if they didnt pick themselves up with something (Adrenaline, Unbreakable) so the killer can hook them. If they don't want to hook them they also get an accelerated bleed out timer.


    That way the killer's hard work/your mistakes arent rewarded by giving you a free unbreakable and you don't have to subject yourself to needless time waste.

  • I'd rather have the ultra rare add-ons reworked.

    Some of them just straight up make your power worse

    While some of them literally just do nothing:

    • Obsidian Goblet from Executioner
    • Remote Control from Onryo
    • Hellshire Iron from Deathslinger

    just to name a few

    I'd rather have them rework the current add-ons (not only ultra rares) and make them useable. Some characters like Nightmare or Executioner need a complete add-on revamp imo since most of their add-ons suck.

    While I like the idea of cool new add-ons that have a complete game altering effect, we are better off just reworking the current ones, making them good yet balanced, instead of adding new ones that might or might not be trash or OP

    The Myers one you proposed for example is definitely OP.

    The Trapper and the Wrath one just seem really unfun to play against.

    The Hillbilly one seems cool but 15% charge rate, i m not too sure. I don't play him or see him as a survivor but i remember the times of instant chainsaw Billy.

    Nurse's add-on should just be one of her normal add-ons reworked into that.

    Hag looks like old "Forever Freddy" and I never ever want to see that again.

    I like the Doctor one but I wouldn't remove one of his current add-ons for that because his current ones are quite balanced imo. Maybe that instead of one of his numerous complete garbage cassette tape add-ons.

    Huntress is balanced around having a lullaby. Getting rid of it would make her into a stealth killer that can also attack you ranged or if need be hit you.


    While I like the idea of game altering add-ons imo first we should make the current add-ons good.

  • I agree with dumb camping and tunneling getting punished.

    People that tunnel vision onto the best survivor, get looped for 5 gens and then kill them should not pip.

    People that camp someone to death like basement bubba should not pip.


    But people like me that use camping and tunneling in certain scenarios to punish survivor's mistakes (unhooking in fornt of me without BT, not saving a survivor so i camp them until the next stage, camping someone because ik nobody is doing gens) should not get punished for simply playing well.

    Is it unfun to verse? maybe

    But i like playing how i like to play: to win


    So either change the way the game is played so tunneling and camping is completely suboptimal OR punish dumb camping and tunneling only. You can't reward bad plays by one team by punishing the other side. Punishing one side because the other one made mistakes is really dumb.

  • @zgameboy said:

    Can we have just grayed out add-ons when you don't have it in your inventory (for survivors and killers) so you can read the descriptions of all of the add-ons. I'm sure someone asked already but it would definitely be good.

    QoL is always nice

  • extremely abusable by survivors

    IMO it should be:

    • revving your chainsaw near a hooked survivor increases overheat an insane amount

    just so if people play around it and bait you into revving you get overheated and punished. Would help against bad Bubbas camping but good ones would camps just as well.

    Also why is Bubba allowed to use his ability without a penalty like other killers?

    Trapper can't place traps.

    Artist can't place birds.

    Twins can't swap.

    So imo he should get someone punished as well without taking his ability away.

  • Only thing I don't like is people at rank 100 having everything for free. Imo they should get a BP bonus for playing with that character.

    Imagine like "for every prestige lv, you get a permanent BP multiplier if you play with that character".


    Other than that I always love more rewards

  • I'd rather have an actual FNaF killer/chapter but if we aren't getting that I'd be down for a cosmetic... although I'd be really disappointed

  • all charms should be universal.

    I want to use the Dead Hard charm on my killers because Dead Hard literally got sacrificed for the greater good. Very fitting to hang from a hook.

  • I agree with being able to turn the chat filter off.

    I have it turned off in every game that has one just because I'd like to know what someone says to either be able to respond since it was nothing bad or to report them.

    If it is censored i don't know if it was normal talk or insults....

  • sounds like you need to fix your internet to stop ruining matches for others

    also a reconnect feature would be nice for this instead of getting rid of the matchmaking ban.

    You ruined the game for 4 other people. ofc you should get punished...

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058668#Comment_3058668

    No she doesn't.

    Wish survivors would stop using this excuse now.

    as a nurse main, she literally does.

    Don't use it as an excuse. She ignores windows, pallets, loops, different floors and heights, proxymity needed to call it camping, DS, travel times and even the exit gates.

    Nurse does not play dead by daylight, she plays the nurse game. Completely different playstyle, completely different "counter", completely different usage of perks (suddenly aura reading and exposed will just lose you the game instead of down you).

  • I like it.

    That change would also make way more sense than just giving it Endurance as your existance is literally "Off the Record".

  • DH is gone. This alone will be a huge reduction in chase time. We'll see how it plays out.

  • Gonna go through 1 by 1

    old corrupt intervention: absoluetly not, this perk single-handedly made every killer with snowball potential into absolute monsters. While the killer should be the power role, why does nurse need to half the map size? why does blight? why does spirit? It is still a good perk on killers that require some set up before they down people like Oni or Plague or Trapper or Hag while not being oppressive on already good killers.


    proposed Ruin changes: why is it even a Hex perk anymore? I like the change to 150% regression but the rest seems dumb because its entire gimmick is that it provides a powerful effect that you can play around but that is also vulnerable to being obliterated if you dont protect the totem. Sure in some rounds it gets cleansed within the first 30 seconds and imo that sounds like a hex spawn problem, not a ruin problem.

    The changes you gave turn Ruin into a Hex that isn't a Hex so i really don't like them. Rather change Hex and Totem spawn mechanics so they can't literally spawn next to a survivor.


    I like the increase of kick regression, I don't like regression perks not stacking with each other, especially after Overcharge has been made worthless by the nerf it got (new devlog). They should stack as you use 2 perk slots for something that can be undone by touching a gen and goes on cooldown for a while after (CoB has cooldown)


    MMR doesn't work anyways according to what devs said in a livestream so idc about any MMR changes.


    No, just no. In some matches you can't help but tunnel. In some matches you can't help but camp. In some matches that is the optimal way to play. Sometimes survivors don't unhook and then you the killer gets punished for that? Sometimes the survivor kills themselves on hook and now you the killer gets punished by that? While i like getting MMR for hooking people more often that also doesnt work. What if you were farming? It should only give you additional MMR if you actually killed that person after hooking them multiple times.

    Tunneling and Camping should be disincentivised by something within the game such as certain mechanics or perks that will lose you the game if you play scummy and bad. It should not say "you played a certain way that you can play and there is nothing stopping you from doing that so we punish you instead by not giving you BP".


    I agree, the Emblem system is much better at telling you if a player is skillfull or not. Escapes = Skill is the worst system you could come up with.


    No. That is the same problem as DS or OtR where it guarentees an escape. Also BT still exists. It should at least cost someone a perk slot to give someone a free escape and more opportunities to bodyblock for them. Also this makes stuff too complicated. New players are confused why suddenly the BT lasted longer, old players might accidentally miscount. This leads to more frustration than necessary. Also BT would become obsolete in the one scenario where it is better than OtR.


    Yes please. I want some weird Kindred. That way the gap between SWF and solo decreases and camping gets disincentivised because people actually just do gens instead of running to hook and dying.


    I only like the map idea if it is literally just blank. It should not have anything on it except the parts it is divided into and where you currently and and where you are looking towards. If stuff like loops or buildings are marked on there like an actual map I wouldnt want that.

  • Calm Spirit doesn't need the downside. It should just make these things silent without making you waste more time on them. It is already pretty worthless because there s nearly no situation where you'd do one of these actions and the killer is in hearing range.

    Botany knowledge though I am not too sure. imo it should be like this:

    • on self-heal without med-kit it should work
    • on self-heal with med-kit it should apply its downside
    • on altruistic heal without med-kit it should work
    • on altruistic heal with a med-kit the downside SHOULD NOT apply

    The nerf should only affect self-healing with a med-kit imo and then it is fine.

    Also med-kits in general should maybe get tuned down a bit

  • some of the perk changes are a bit weird

    I love that dead hard is dead as imo that perk should have never existed to begin with

  • @Hex_Ignored said:

    Yeah, they should have nerfed med kits instead of botany knowledge

    this

  • @Seraphor said:

    The hatch only exists to prevent an end-game stalemate where the survivor can't escape and therefore has no incentive to try.

    It provides a chance at a free escape, and if that fails, then it's a way to trigger EGC.

    A 50/50 chance is more than good enough, simply being the last remaining survivor doesn't entitle you to an escape.

    1. all this

    2.if you want a 4k you can slug the 3rd guy

    3.if you know hatch spawn locations it can be favored for you and isnt 50/50

    4.the hatch offerings make it killer favored

    5.I dont want a hatch rework because right now it is RNG and that is better than it being OP for either killers or survivors

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058736#Comment_3058736

    Plenty of Survivors would swap their main for an advantage, I know plenty of people that main Ace just because he has an in-built Iron Will

    oh I completely forgot that 1 survivor already has a passive.

    I mean my point still stands that from a gameplay perspective all survivors are just skins and that there should be something that helps them stand out a bit more. I want this to effect people in a way that if they want to play a specific build, they pick a specific survivor so there s an actual reason to pick, play and level different survivors.

    If everyone has a passive I think it would even itself out a bit more as now people that play with a variety of perks take different survivors when they feel like it, meta players stick with 3-5 survivors that they like and people that just aestetically like a character can play them and benefit from a slight passive boost that doesnt synergize with their built but exists and is nice to have.

  • @ThatOneDemoPlayer said:

    What a great way to make it so you'll only ever see 3-5 Survivors

    thats why most of them have X value since when this is balanced that shouldn't happen.

    Also it's not like people will just drop their main survivor they like just because claudette gives 3% more healing speed on others.

    Might make some survivors rarer than others but right now they are all skins and the favorite skins of people are meg and claudette anyways

  • @R1ch4rd_N1x0n said:

    Steve Harrington is a girl?

    i copy pasted Nancy's thing and i overlooked that, oops

  • @Dsnooz said:

    Nurse, Blight, Spirit, Hag, and Twins really don't need the buff.

    I think Spirit and Hag are totally fine with the normal add-ons (brown to green)

    Twins need an add-on overhaul and a change so they dont make every interaction with them unfun

  • imo some maps are bad for some killers and thats fine. I have no problem with huntress being worse on indoor maps.

    Some maps though, like Gideon meat plant and the like, are pretty horrible for killers overall (unless you are nurse lmao)


    so i agree, I think some maps needs gameplay adjustments

  • imo even with those buffs nobody would use hangmans trick.

    I like the buffs but why would you ever use it?

    Aura reading? you don't need auras when you carry someone because right now you need to get to a hook

    anti-sabotage? that rarely ever happens, do you really want to use 1 perk slot for an extremely rare and preventable scenario?

    hooks respawn when you kill someone on them? only useful on certain maps with ######### hook spawns + basement exists + useful with scourge hooks


    Don't get me wrong, I like the buffs and I think it should be made better as an anti-sabotage perk. But I don't think these buffs will actually make it a good perk. It'll be good against sabotaging teams and maybe on scourge hook builds but why would you pick it when you could just run more slowdown or run aura reading perks that actually help you instead of giving you useless info.

    A niche perk should be good in their niche so any buffs are nice but that won't make the perk a good perk.

  • Map offerings are the symptom not the disease.

    The disease is map balance.

    Why do people use "the game", "badham", "eyrie of cringe", "garden of pain" and "Haddonfield" offerings?

    Because those maps are extremely favored for Survivors.

    The game has more pallets than 5 Shelter Woods combined.

    Badham has 3 very good buildings + shack + roads filled with smol loops.

    Eyrie of cringe is the pinacle of holding W to win.

    Garden of Joy has probably the worst mainbuilding in the entire game with 3 god windows that you can chain together for a near guarenteed 5 minute chase.

    Haddonfield is literally just badham + garden of joy, having a ton of buildings but all of them have 1 or 2 things that make them uncounterable.


    Sure you can win on these maps because some people don't tryhard/don't know about those windows and pallets you can chain together to win a chase but that doesn't mean they aren't problematic.


    I like map offerings as they give players the choice to get maps for certain builds or if they like playing on certain maps but they are as abusable as the maps themselves.

  • take is not hot enough; putting egg away as heat does not suffice to fully boil it


    also yes, they really shouldn't have them, seeing how strong their base-kit already is.

  • This perk shouldn't wake you up.

    Other than that it is totally fine.

    a better description would be "if the killer is losing, make them lose even more"; there's rarely a situation where a team filled with Adrenalins will turn a 4k into a 0k. This perk doesn't do anything when 2 Survivors are already dead and the guy you are chasing has it.

    There's 1 billion different circumstances where Adrenalin doesn't do anything. Sometimes even when it activates it effect sometimes that just doesn't matter. Some survivors unhook you with Borrowed Time and suddenly you didn't need Adrenalin in the first place.

    This perk is wonderful when it works but it is super inconsistent unless used in a swf.

    IMO this is a perfectly balanced meta perk, it does 1 job, it is inconsistent but if it works it just works and it punishes killers that are losing.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054884#Comment_3054884

    I'm pretty sure Deep Wound is a type of Health State instead of a Status Effect

    FulliconStatusEffects_deepWound.jpg

    I mean sure you can count it as a Health State however it literally has an icon to your right where other status effect are.

    The wiki has it both under "Health States" and "Status HUD" sooo...

    Imo this is neither an argument for it or against it. I'd like Vigil to get a buff so why not? The current use case is in a Self-Aware build with any kind of Exhaustion perk. I see no real problem making it also decent against Deep Wounds by either making mending faster or by making the deep wound timer longer. Vigil has only a few scenarios when it works, and even when it works it almost doesnt do anything. Giving it more scenarios where it can do something, even if it's just a little, is a nice way to buff it without reworking it or making it OP.

  • the killer perk is nice and I like it. It might actually be really bad though since it incentivies splitting up and splitting up is actually the best way for survivors to play. 4 Survivors on 4 different gens do 4 gens within 90 seconds which is a lot. Other than that it's a nice perk idea.


    Evasion on the other hand is absolutely broken. That perk will be DH 2.0. It is way too easy to get the Haste effect or the Vaulting speed bonus.

    3% Haste is insane, there s a reason other Haste perks have such difficult situations or you need to be near a boon. It is a nice idea that you also get stronger in chase the longer the killer hunts you much like Bloodlust does to the killer but IMO Bloodlust should stack faster than Evasion since Killer powers should be stronger than Survivor's perks. Also any sprint burst like effect should just be 150% m/s because thats the norm and that alone is already quite strong.

    I like the idea behind it but the effects you listed (especially the first 2 and the last one) are just way too powerful and easy to get. TBH if the perk was just "after being chased for x amount of seconds get x% extra vault speed" that alone would be a great perk, if not meta defining. Adding haste, stun duration and a delayed sprint burst into it is way too strong.

  • imo Soul Guard is strictly an Endurance perk that turns into a better Unbreakable when you know a hex exists.

    It should NOT also become an information perk.

    people that pick soul guard should pick it for the endurance, not for knowing if the killer has a hex.

    It has 1 or 2 scenarios where the perk works and if it work it does its job perfectly. Niche perks are good if their effect is strong enough.

    Also I don't want swf using an already strong perk to instantly call out Lullaby, Devour Hope and Noed before they should be revealed.

    If you want to add that effect onto, say, Small Game (since that perk is just straight up worse than Counterforce) I'd agree with that.


    tl;dr: niche perks should be good in their niche which Soul Guard is; it shouldn't give information you shouldn't have as that could make it way too good and there are other perks that would benefit from this buff more


  • @GoshJosh said:

    I don't really feel that fits with Vigil. Vigil is strictly for status effects. It would be a nice buff to Solidarity and/or Resurgence as weaker healing perks though!

    since Deep Wounds literally is a status effect (you can see it on the right as a red icon much like Exhaustion or Exposed) that honestly would be nice. My only concern is that Vigil could become a strong Legion counter and I don't like when 1 single perk shuts a killer down.


    sounds good to me, it could also change so the deep wound timer lasts longer instead of mending faster. That way you can actually open an exit gate after going into the deep wound state.

    This might be too strong though so i dont know.

  • good changes, a nice basekit buff that makes her a stealthy version of Dredge instead of just a worse version of Dredge.


    also I think you meant no lullaby while Demanifested instead of Manifested

1 … 5 6 7 ›