C3Tooth
C3Tooth
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- C3Tooth
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@Mandy said:
I used to do that, for both survivor and killer matches...I got out of the habit after a couple of thousand hours though. I also used to keep track of all the perks that people used etc, I am a slight stat nerd :(
I have this 150 matches as Survivor with 15 one aspect build. I found out some builds are much stronger than other.
@C3Tooth said:
Im finally done doing "1 aspect perk build" challenge, 10 matches per build.
Build list
https://us.v-cdn.net/6030815/uploads/CXI2TE10BM3P/image.png
Speeder: you gain more speed at all health stage.
Loner: you can take care of your self and focus.
Stealth: no one can ever find you.
Healer: who need healing?
Detective: you know everything about the realm.
https://us.v-cdn.net/6030815/uploads/ZKHWHDFZCW1P/image.png
Teacher: buff all other team mate.
Disruptor: make noise, distract the killer.
Sluggish:
Breaker: do everything to save your friend.
Bond: ICU, UCMe
https://us.v-cdn.net/6030815/uploads/NAW0192HQMHK/image.png
Once: you can use each perk, once.
Locker: baby Dwight
Chase: 1sec running is 3sec genning
Escape artist: I vault, I disappear.
My default is my fav build.
Build rating
https://us.v-cdn.net/6030815/uploads/M1FE3GRVJMS4/image.png
https://us.v-cdn.net/6030815/uploads/JDKGT44EP6GO/image.png
Stats
General
My escape rate: 36%
Kill / escape: 66 / 34
Gen done rate: 84%
Hook rate: 62%
Average hook on 1st death: 5.04 hook
Slow down
Usage: 86% killer use some sort of slow down perks
Slot: 37% of total slot for slow down perks
Kill rate without any slow down perk: 47%
Kill rate with 2 or more slow down perks: 69%
Ruin is the most used slow down perk: 45% of total slow down perk slots.
Expose
Usage: 49% killer use some sort of expose perks
Slot: 9% of total slot for expose perks
Kill rate without any expose perk: 66%
Kill rate with 1 or more expose perks: 47%
Noed is the most used slow down perk: 48% of total expose perk slots.
Slow down + Expose
Usage: 26% killer use both slow down & expose perks
Kill rate without any slow down + expose perk: 43%
Kill rate with slow down + expose perks: 62%
I dont count match that survivor DC or afk players. Only matches with all 5 players participating are counted.
The Blue on Killer name means I escape, Red mean death.
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I dont know why this explaining image gone to "Feed back zone"...
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2304869#Comment_2304869
true because luck offerings and maps are perks
I just list in what thing can counter Trapper's power. Not only perks, it come with item and even offering (I dont know if Luck offer still affect it). No other killer power can be countered by item & offering.
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@MadLordJack said:
But the problem is that with all traps he can be insanely unfair. I feel like the best version is centralised traps or getting traps from lockers.
Thing is, Devs make it only show you Locker aura if your tool is empty (Huntress & Trickster). Which mean you can see locker if you dont have trap on hand. For some map like Lery, its hard to get to the closest locker (if you have trap on hand). I can say the idea may hindered him.
Beside, how his trap picking from locker work? Open locker, instantly get to his maximum capacity like Huntress?
@DwarvenTavern said:
But it's still limited and you progressively lose traps with each set up. Yeah, you're saving time, something that's highly needed as a killer in this stage of dbd.
Other Killer pays time to chase, Trapper pay time to set trap not chasing. Reduce his collecting time already work toward on it.
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I was about to Demon raging
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@Aven_Fallen said:
They want to remove Perks which directly interfere with a Killers Power. Thats why they changed Slippery Meat a few months ago, and nobody can argue that this Perk deserved a nerf or anything.
I can list everything:
- Map spot traps
Small game spot trapsToolbox destroys trapSaboteur destroys trapSlippery increase escape chance- Dead hard
- Luck offering
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@vladspellbinder said:
I agree with @C3Tooth that the real value in his bag add-ons is the maximum carry amount and not the starting traps. I personally say it should only be max two at base, not max three, with the Trapper Sack giving one additional starting trap, Trapper Bag giving both one additional starting trap and one additional carry slot and finally Stitched Bag giving two additional starting traps and one additional carry slot.
I don't agree with the skill checks, sure some people will miss the first and second and even third ones but very good Survivors will be bale to hit the first one easy enough. I think the base self escape chances should stay as they are but Wax Brick and Fastening Tools make it so the first attempt will never succeed and if both are run together they haven chance of getting out until their third try. This would make the Wax Brick a decent add-on while not making either or both of them pretty much mandatory like having a Bag is right now.
The other change I would make is that Survivors are not wounded when they enter the trap but when leaving the trap and that they are always dealt a Health State. This means that if an Injured Survivor steps in a trap they will leave that trap in the dying state, even without Honing Stone and Honing Stone wouldn't even need to be changed, because it'd just skip over the "deal one Health state" code and go right to the "Put them into Dying State" code. Even if they are saved by someone else they get a Health State of damage. But, well, they have someone right there to heal them up from Dying.
Then I would worry about the number of traps on the map and where they spawn, making the max number of traps set per map based on their size with some exceptions. The smaller indoor maps would have fewer traps in them than an equally sized outdoor map while the various The MacMillan Estate maps would have one more trap in them than other equally sized maps for a "home field advantage" sort of thing. Trap spawn locations would still be somewhat randomized but have fewer possible locations and all of them are within a set distance from the location The Trapper himself starts at, this distance also based on map size. That way he doesn't have a trap right at his feet he can pick up but all of his traps are within a close area so it is easier for him to set-up control of that area.
I have a lot of fun with Trapper, but playing without a Bag is just so painful at times. Put one down, pick one up. Put one down, pick one up. Put one down, walk halfway across the map to pick on up... .
For Wax brick & Fasten tool decrease the chance, but it doesnt mean they never escape on 1st try. For both decrease 10% chance, make the first try become 7% instead of 17%. Yes, 1st try escape is still possible.
For my skill check concept. If you add double Coil add-on make it super hard to disarm. You know what it come after? They get trapped and here we go being stuck for at least 6sec because Im sure you must be really lucky to success the 1st try on trap escape.
Either way, in my match, they keep escaping in 1-3 try anyway.
I have a lot of fun with Trapper, but playing without a Bag is just so painful at times. Put one down, pick one up. Put one down, pick one up. Put one down, walk halfway across the map to pick on up... .
Here I did an image telling why having all traps at hand is powerful. Able to carry more trap already buff him alot.
I hope anyone saying he should start with all 6 traps can get the concept how fast he lock down an entire area and survivors not even able to touch Gen if Corrupted Intervention in play.
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I also a Trapper main, I have a massive change list:
- Start with 1 trap, able to carry 3 traps (now Bag only increase the starting trap). People mistaking Bag addon is start with more traps at hand, but wrong, the real use of Bag is the ability to carry more traps.
- Traps spawn at least 30m away from the map's edge
- Remove RNG, this is why Trapper & Pig are low tier. When a survivor is trapped, spawn a skill check once every 3sec, success will escape trap, skill check getting 10 degree larger everytime you fail. Green stone add-on decrease 5 degree on skill check.
1st try 10degree /// 2nd try 20degree (Overcharge) /// 3rd try 30degree (DS)...With Green stone decrease them to 5/15/25 degree...
(Skill check can be easy for many people, but remember you're frequently miss Overcharge, or sometimes miss DS. Not mention the tense when Terror radius coming close)
- Disarming trap also spawn skill check, success will close the trap, fail will get trapped. Disarm trap skill check zone can be changed by Coil addon. Putting 2 Coil add-on to completely remove their ability to disarm trap (unless they go in pair).
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https://www.youtube.com/watch?v=PFOX-Az3WbM@ill_Boston_lli said:
Trapper:
Trapper forces the Survivors Head into a BearTrap and then Activates it. He Then Proceeds to Stomp the Survivors head into the ground.
I want there is some struggle from survivors. This can be an alternate mori if he has trap on his hand.
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@aroell said:
People who are bad do it because they can’t win by playing normally, I went from rank 1 to rank 11 now in just 1 week because I kept getting tunneled. They really need to get punished.
I got tunneled alot (especially Wraith & Doc), I despite a gameplay like that, its just no fun.
When I play Killer, I dont tunnel and make sure everyone has some fun (all my Killer match the lowest survivor score is over 12k BP, with 15k BP in average). Most of the time I get were tbag.
It goes both side, survivors have no respect on fair play Killer, they just go tunnel.
When I started playing Killer, I played super nice and only double hook and never kill..until a bully swf came. I went hardcore tunnel for weeks. Before I realize I should be a better human being. Everything has its reason.
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My boi Trapper. The way survivorA trapped, I was 10m away coming. Then survivorB cross my path, I slash him, whip the blade and survivorA already escape. It was 2 attempts at best.
I feel robbed.
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@supersonic853 said:
Oh did they make it so you didn't see the spikes till you got close enough? Yo thatd be a cool buff if so. It sucks when a survivor can see the spikes from far away so they just hide.
So this is why I hook Clau to death (Bloodwarden activated), Dwight crawling midway to escape, I picked him up and got DS. He constantly clicky the whole 5sec then run to escape. But too bad for him, death.
I was wondering why he clicky and not run out of Gate.
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I have this idea for key
Key now only has a single version: Broken key
Replace Dull key item (Purple) with Dull blade add-on (Brown): allow you to instantly open a chest, then Dull blade add-on is lost
Replace Skeleton key item (Red) with Skeleton blade add-on (Red): allow you to open hatch, then Skeleton add-on is lost
Because Dull key & Skeleton key are no more, they're not possible to get from chest.
Because Skeleton blade is Red add-on. With Ace in a hole only give you Purple add-on. Getting Broken key with Skeleton blade addon is not possible. Which mean you can only bring you own key to hatch escape.
Survivors now requires Broken key + Skeleton blade, which requires alot of BP (12.000BP). Make the key+hatch escape become super rare.
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Because the icon for set is 3 pieces of chain
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2min chase without a Gen pop is a bad chase.
Down in 15sec but a Gen pop feel good.
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I like how when someone come to argument, they put the "you rank 20, Im better card"
I know that...
...but isnt this mean every match against you are all unfun? Because the need of 4k so high that you just go tunnel every single match.
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1st Trapper / Yui
2nd Spirit / Nea
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- Either allow Killer to successfully kick Gen and blind-stun for 5sec.
- Or have Killer blind-stun for 3sec, then they have to re-kick Gen again.
Blind-stun for 5sec then have to re-kick Gen, survivors are already on the other side of the map.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2295320#Comment_2295320
you're not? people get great skill checks all the time. it's normal.
All traps on hand already + dead hard doesn't work on traps anymore. That would be perfectly fine. and he still wouldn't be above b tier.
I do great skill check from time to time. But its far different than hitting great skill all the time. And I doubt you able to success Great skill check 100% of the time.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2295021#Comment_2295021
Trappers power is one of the strongest...
And you say this while it's one of the few powers that survivors can 100% disable with no specific perk or item...
You serious?
Also, no skill check. Skill checks are easy. No one wants people escaping on their first try every time.
You actual able to success 10 degree skill check every single time?
And you say this while it's one of the few powers that survivors can 100% disable with no specific perk or item...
You serious?
Because of free hook potential, it comes with alot downside, too many downside. But again, Double Purple bag basekit isnt a way to fix him
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Technically...traps spread out is to not letting him 3 Gens every game. It force you to have 1-2 traps per area. You just cant ask the Devs to give him double Purple bag, when they still refuse to give him half a Brown bag.
Trapper's power is actually one of the strongest, none gives you "free hook" as much as Beartrap. You takes 30s to injure someone then continue chasing them? Suddenly someone else trapped nearby, thats a free hook.
Its about his RNG make his power unreliable. Even with his recently fixed RNG, they still able to escape in 1 try with 17% chance.
I would remove RNG and give survivor skill check, if they success, they escape. Starts with 10 degree skill check, +10 degree for each time they fail (consider DS skill check is 30 degree which people still missed sometime).
His traps spawn closer to middle
Still start with 1, carry 2
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"Thanks for staying, I still have some pallets to kick"
Who is the winner now?
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Killer:
- Purple: Broken wood piece: Remove a pallet nearest to basement
- Green: Broken switch: spawn a 3rd Gate, survivors can open the gate but a pile of brick block the escape path.
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I have this one:
Dull key item become Dull blade add-on (Brown)
Skeleton key item because Skeleton blade add-on (Red)
The only Key item is Broken key
- Dull blade instantly open a chest (save 10sec, pretty good for Brown). Then lose the add-on
- Skeleton blade open hatch (requires 10sec to open). Then lose the add-on
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@Karao_Ke said:
Ooo, what a fun idea ^^
Camping: (Mainly hard-camping)
https://us.v-cdn.net/6030815/uploads/TJBY56FC2I1T/my-image-288-29.png
Tunneling: (Let's just ignore the unhooker)
https://us.v-cdn.net/6030815/uploads/5S66BHD07N95/my-image-289-29.png
I'd definitely say the list fluctuates from time to time but for me, it's pretty accurate. I also noticed that our lists are really similar in some aspects, so there's that.
As for how their power work, most instant down Killers tunnel less than other. Especially with Shape, Oni, Plag...you get nothing from staying at hook. For Pig, because you have to run for your life to unlock trap, and consider boxes spawn around map, makes you much easier to be spotted and get another down.
@Huff said:
For me:
All the time - Pig
Usually - Bubba, Ghostface, Freddy, Nurse, Hag, Huntress, Trickster, Billy, Myers, Twins, Trapper, Demogorgon, Oni
Often - everyone else
But its for Camping or Tunneling?
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Its strange, I get zero kick for half a year.
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@Smurmph said:
Personally i think they should uncap each catagory but keep the overall total capped at 32K or something. This way if you get chased the entire game, you still get a ton of BP and it can't be abused/farmed
I agree. For me if I already get 2 hooks, I mostly go for totems because its much safer than doing Gen while also helping team from Noed.
After escape from getting tunneled, I may earn 8000 Boldness. But doing totems also go to Boldness which doesnt give me anything.
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Me as hardcore Rancor user didnt know this...
I mean how adding Nemesis into the game cause a bug on Rancor
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They dont even need to make 2v8 as a mode. I only want this happens in some event, like Xmas, Newyear, April fool & DBD bday ect...as 24h play time.
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Here is the problem. A map has 7 Gen, 5 Totems, with 4 survivors that you dont want either of those spawn near to each other. Thats 16 places to spawn.
Minus the boundary walls, we have spawn like this
This is for 9.000m square map (average) spawns possible. No matter where survivors spawn, they will always either near a Gen or totem.
The only way is to have survivors & killer always spawn in Isosceles triangle shape. it should be like these:
- 2 spawn on A ; 2 spawn on B
- 1 spawn on A ; 3 spawn on B (or vice versa)
- all spawn on either A or B
Less spread out, good for Killer. Still having unpredictable spawn, good for Survivors.
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I may have Boil over to have each hook you take will increase 10% wiggle speed.
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@Bluebird said:
https://forum.deadbydaylight.com/en/discussion/comment/2288927#Comment_2288927
This right here is why Killers aren't satisfied with a 2k. 0k should be no pip, 1k a safety, 2k a single pip, 3/4k a double. Then I'd be much more satisfied with getting 2k's in a match.
Tunneling becoming pip machine.
Without hook count system, why should Killer 10hook / 2K when they can 6hook / 2K. Like, they even tunnel 1 to death, then get another one with Noed then camp for 2K / 4hook.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2288923#Comment_2288923
This + a Hatch opening animation and maybe even another requitment would actually balance the key.
May be have 10sec open hatch and thats it. At least with my chance the only key + hatch is to bring in from lobby, never in a match.
Plus, 5000BP broken key + 7000BP Skeleton blade is a huge amount of BP to begin with
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Key should have a single version: Green broken key
Have Dull blade addon (Brown) allow to instantly open 1 chest
Have Skeleton blade addon (Red) allow to open hatch.
Since Ace in hole gives you 1 Purple add-on & 1 Yellow add-on. Which mean Key with Skeleton blade addon never exist which chest build combo
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@[Deleted User] said:
Yes he should have all his traps at start or have a set carry amount & let him get the rest out of a locker.
No other killer has to walk half a map or more just to get there power then walk all the way back to where they wanted to use it in the first place.
They could make disabled traps break so the trapper would have to take the time to get & set new ones & not just reset them.
I don't see the 3 gen or shack argument as a reason for keeping things as they are.
As a trapper main if I want to set a 3 gen (I never do) or rig the shack / main building so your all going in the basement (I ocassionally do) I'd use the current add on bag & do that exact strategy regardless.
2nd line: No Killer has ability to have a free hook from half a map. As 1 attempt (12m distance) to 6 attempt (75m).
4th line: you dont, but Trapper Agitation/Mad grid/Irongraps is quite common and boring to face as.
5th line: Im also a trapper main, I also do that if a survivor fall into basement. At least you have to pay 3000BP and 1 add-on slot for the job. And even pay more for Yellow/Purple bag to make it more convenient. Having double Purple bag (12.000BP) and without any add-on slot is another story.
He needs buff, but small step change each, just Devs gave him abit too slow for each step
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Trapper is bad not because he requires times to setup traps, its because of bad RNG where survivors can escape in 3sec.
Trapper is bad not because he has to walk around the map, its because he has to walk too far for traps spawn at very corner.
The RNG problem alone is why Pig is on weak side too.
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First question. Do you think people use Stridor on Spirit because it helps them to easier tracking Survivor's overall breathing. Or to counter Ironwill?
For me, make phasing has lightly distorted sounds. And volume adjust from Stridor & IW has no effect on phase realm (this can go with Nurse blink too).
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A friend introduce me to this game, I bought the game but he didnt. He wanted to see how this game go through me because he has kid which mean busier than me. After few months I recommend him not to play this game because the grind is insane.
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I dont agree +15o FoV should be a basekit, in the end I can ask Devs why they dont give me 25o FoV.
I dont agree FoV slider in Options because everyone would pick the largest FoV, makes the option pointless.
I agree that ShadowBorne should be buffed up. May be to 20o + Survivor glowing like Freddy's gameplay, make survivors easier to be seen.
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@Orion said:
Page 6 of Forum Feedback is on the first page of Google results when I search for "Dead by Daylight forum", for some strange reason, but not the main page. Still, there's a pinned thread on the Steam forum explicitly stating that this is the new forum, and contains a helpful link as well.
That explains the Rise of the Necromancer.
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@bibibib8 said:
The thing is those survivor are dumb because if 2 of them work on different gen eventually they will beat the 3 gen. Its not like you can pressure 2 gen at the same time
It doesnt matter. Depends on Killer, if they dont want Gen to be done, just injure Gen1 survivor then go for Gen2 to injure another in hope a survivor make a mistake for a quick down
There were a few times when 4 Survivors 3Gen themselves, of course I didnt want the last Gen to be done, I just keep injured survivors and keep them at bay. Because if I was focus chase on a survivor who lead me away from 3 Gen, the other guys can finish a Gen in 30sec.
Same to the Doc in the Game had 3 Gen control, it took half an hour for us to finish the last Gen because he only injured us and not chase focus.
Survivors is not dumb to do Gen injured so you can have a free down.
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@TheClownIsKing said:
All traps would be broken. He could set up a 3 gen around basement right at the start, never bothering to chase anybody until the survivors have 1 gen left to repair, and lock down basement to a ridiculous degree every time he hooks everyone down there.
Yes, I dont use Gen slow down, but either Expose or End game build. I usually ignore survivors in early game to collect traps and setup double traps around basement area with Gens near by. The progress can cost me 3 Gens, but the game can be stall or end right after.
He only need to carry more traps (but not start with more), so he doesnt have to set trap on place he doesnt want to just to able to pickup another trap.
Vs Red ranks, through the score, I didnt tunnel, with 2 useless addon. 4k just because RNG helped me to keep them stuck on trap longer for my STBFL stack.
His problems is more on RNG which is heavily unreliable, not about "should start with all traps". Sometimes they can still escape in 1 try that not even enough time to kick a pallet, sometimes they stuck there for you to cross the whole map, thats a free hook.
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As Trapper main, start with all traps is broken.
Image you have double Purple bag by default. Just think about it.
Hag is broken on tight area such as Basement. But her traps do no harm to survivors when they trigger. And survivor can constantly destroy her traps by running through. Bear trap cause injured and can put survivor in place for 18sec (equal to ~75m distance)
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@Laluzi said:
This is just some curiosity-based noodling, so don't really take it seriously or expect it to be balanced, but I wonder if the concept for old Dying Light could work.
I feel like the problem behind this perk's genesis is that they looked at the effects and went "okay, so the survivors have an advantage in the early game, and the killer has an advantage in the late game", without considering that killers would just bum rush the activation clause, and that a 25% gen speed reduction is totally redundant on a team that's down a man that early. Like nobody at the team stopped to ask themselves how the perk would be used, because the answer's really obvious.
My first thought is that it'd work if the killer didn't know who the obsession was, but that'd still encourage tunneling; either you 1/4 get the right person and they're screwed, or you remove someone from the game early and win anyway.
So... what if, instead of the Obsession being the designated healer, they're now the track superstar? Remove the altruism buff. The Obsession now has a 5% base movement speed buff and produces no scratch marks. When unhooked, they're restored to full health, granted the Endurance state for 5 seconds, and move at 150% speed for 5 seconds.
So the killer is rewarded for removing one player from the game early, but that player is undisputably the most difficult to remove. I still see major issues issues with forcing one survivor into a role, because F in chat if you wanted to do anything else that game, and the game is still immediately doomed if the Obsession is a potato, but in general they would be able to consume way more of the killer's time before going down, and the perk could end up losing the killer the game if the Obsession role happens to go to a very skilled player, or one who brought the right perks for it.
Like I don't actually think this is a good idea or want this in the game, but it's still food for thought. Could you ever balance the concept?
I mean, the old Dying Light concept isnt good at both gameplay wise and perks synergize.
Both Play with your Food & STBFL are not to touch Obsession, while Dying Light is to get rid Obsession as soon as possible.
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What if Dying Light works like this?
Obsession gets -60% debuff. Others get +20% buff. If Obsession dies, the others lose the buff.
If Killer tunnels Obsession, others have 360% power instead of 300% and push Gen really hard.
If Killer push pressure on other 3 and let Obsession be free. The Obsession barely able to do anything with -60% debuff. The perk would synergize well with STBFL.
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For me, indoor map is what they should start in the beginning. It has build in Gen slow down. However the only good indoor map for game play wise is Lery & old Game, and may be Hawkin for some extend. If Midwich has more way to go between 2 floors (especially going upward), it would be not that bad. Racoon is just bad.
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I dont think so, Survivors get benefit with window,pallet. Killers dont.
Survivors attracted to aura to be safe and extend chase. Killer mostly only to avoid surprise stun, they still have to play around it.
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I play this game for over 2 years and I only success blind saving twice. The blind save is so hard that if I play killer and someone actually blind save their team mate twice in a match, Im more impressed than being mad.
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1 thing I can agree on nerf is 36m may dropped down to 32m. 36m is far beyond TR. Stealth killers suffer the most, but with high speed as Wraith, GF, Shape, not that bad. In other hand, the perk counter Pig really hard. 36m detection over 28m TR, her stealth exchange slow speed, makes both play lose-lose for Pig.
As for 6%. It takes roughly 5sec for killer to get in chase with you. For those 5sec, instead they do 6.25%, they do 6.63%. Merely 0.38%. With High Mobility Killer, they benefit 0.1% at best.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2283806#Comment_2283806
In this games' span, that is ages ago lol. Since they only do patches every few months. It was definitely needed since 15 seconds isn't enough time to even get to the locker lol.
First number is the year, 2nd one is the number of patch that year.
June is anniversary, PH was year 4. So the patch for PH was 4.0
Mid patch 4.1 ; Blight 4.2 (Sep)
Mid patch 4.3 ; Twin 4.4 (Dec)
Mid patch 4.5 ; Trickster 4.6 (Mar)
Mid patch 4.7 ; Enemsis 5.0
Each patch is 6 weeks apart. Which mean ~18 weeks. Around over 4 months.







