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Cali88

Cali88

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Cali88
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  • Remote biopod breaking is nice but I don't get the intent behind a lot of the other changes as well - instead of improved biopod collision with the environment (which is the area he particularly feels lackluster in) he gets extra potency to hold 3-gens which will make him 10x more oppressive to face, especially with the announced Oppression buff. I'm not a fan of the purported QoL that eliminates much of Hux's skill curve either

  • I'll list some perks that haven't already been mentioned

    Survivor:

    • Slippery Meat - it's outright detrimental unless stacked with other luck unlockables in a 4 man SWF
    • Calm Spirit - got massively nerfed in that massive perk overhaul in 6.1.0; this one in particular makes me sad due to its potential to be a perk that allows interacting with crows in some way
    • Up the Ante - same issue as Slippery Meat, just remove/rebuild the luck mechanic entirely

    Killer:

    • Beast of Prey - self-explanatory
    • Insidious - only remotely viable for camping in a structure
    • Genetic Limits - the effect is significant when it procs at the right moment but it's really awkward to play around and achieve
  • Vorpal Sword is what you may be looking for

  • @Devil_hit11 said:

    Maybe they're going buff base gen defence. perhaps reason that they're weakening gen defence is for some room on base game changes.

    ^

    Pop/pain res eating a third of a gen in mere seconds in conjunction were too impactful and deserved to be toned down. At this point we need to await more basekit buffs to C tier killers (more traps able to be carried on Trapper, a Myers revamp etc) for increased variety, which might be on the horizon given the most recent Bubba buffs

  • Lethal was introduced when all the killers acknowledged as problematic with it (Nurse, Blight, Billy) had already been in the game, as well as gen times being increased a while ago already. Is this actually only becoming a problem now?

    To get use out of Lethal more than once per game, the killer also needs to dedicate another perk like BBQ, or an add-on slot, eg. Glowing Concoction. It has powerful effects but isn't exactly overpowered imo

  • Let's also limit stacking additional health states from Off The Record, Decisive and Dead Hard while we're at it

    Stacking aura perks doesn't have an upper hand over stacking gen/chase perks and can be mitigated with an aura-blocking perk or two if viewed as a nuisance

  • Even in their current state, I believe the duration/trail lifetime add-ons aren't terrible on him (tablet of the oppressor is especially noticeable), though the rest desperately screams buffs/reworks (especially slightly longer killer instinct on *one purple*)

  • Love playing as them because they play feasibly differently to other characters. I hardly ever slug more than 1-2 people at a moment despite their design allowing to do so

    Facing them is fine as well from my perspective

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730297#Comment_3730297

    It’s free wall hacks for survivors that are trying to hide, or for SWFs that have someone using voice comms to tell their teammates where the killer is.

    The thing is, it's 1 fewer person progressing the game whenever this will be happening and its effect also requires a perk slot for Open-Handed to reach this far. You can also already make call-outs to the killer's presence if chased or with assistance of other perks anyway

  • Key word: might

    It requires two perk slots and the player standing still for at least 4 seconds. It still may end up more of a detriment to try getting use out of. It should've been reducing activation time to 4/3/2 seconds instead

    Also eta: Open-Handed extends auras by 16 metres so it's actually 40 metres total

  • 100/125/150% sounds good

  • While I understand the point of this post (and other ones akin to this), forcing one side to continuously hold one button for even longer periods to complete their main objective is nothing short of miserable

    We could brainstorm new ways to make gens more engaging besides implementing these basekit changes, or at least make skill checks more frequent/look into perks that affect skill checks on both sides (a bandaid fix but worth considering imo)

  • @Devil_hit11 said:

    or just add self-care back into the perk. it will still be 32 second long as the boon does not grant raw healing speed. I probably wouldn't use it but at least it will feel less bad when your teammate brings the perk.

    This would be viable even at the current SC self-healing speed. There are situations when that 35% speed is better than not being able to patch up in the first place while still encouraging other ways to heal

    Adding a secondary Bond-like effect to prevent your teammates from wasting time in the Boon's radius is a great idea as well

  • Even if we wanna entertain the thought of nerfing EMP's a nudge, the proposed set of nerfs is way too much. I'd just bump their passive generation time again

    Other than that, improved biopod collision and removing the anti-camp wake-up time increase would be very welcome

  • Agreed, the same cooldown as Quick & Quiet would make a lot of sense, given this perk needs to be used in synergy with 1-2 other perks to actually allow an easy escape

  • I feel there's more of an issue with its activation window rather than stun duration, because 60 seconds leaves quite a bit of room to force it on the killer even if not tunnelled right off the hook. I'd personally try shortening it to eg. 45 seconds while keeping the current stun duration