Cancan71
Cancan71
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- Cancan71
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Autodidact - After healing a survivor for 4 seconds, a skill check is guaranteed to appear. This goes on cool down for 10 seconds.
Deja Vu - The repair progress of generators can be determined by the intensity of their auras.
Unnerving Presence, Overwhelming Presence, Coulrophopbia - The effects of these perks last for 15 seconds after the survivor leaves the terror radius.
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Now that we have 5 different versions of the game, will you introduce a "DBD account" so that we can transfer our save data across platforms. I feel that many people are turned off playing on different platforms due to the massive grind for perks and add-ons.
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@Peanits said:
I skipped over a couple in the interest of time, but most of these seem very reasonable. I would say that Up the Ante and Coulrophobia don't really need a change. Both are very niche but provide some alternative playstyles as is. Up the Ante, when stacked with itself, can make for some great kobe builds. I also worry that the suggested rework for it would make it even f Coulrophobia also works great with a large terror radius build (doctor especially).
Most of these are very nice, though.
Not to be rude, but weren't both Up The Ante and Coulrophopbia in the bottom 5 least used perks in the game according to the recent Q&A on Discord? I would have imagined that those would have been considered for a buff.
Anyways, Up The Ante is totally outclassed by Deliverence.
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Now that you have seen which perks are used the least, do you have any ideas on how to rework them?
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@se05239 said:
I asked @not_Queen about it last week and she said she'd ask around for it.
I think it'd be awesome. A step in the right direction when it comes to community interaction.
That's great! Hopefully we can get it soon.
By the way, does anyone know when the survey ends? It's been up for a week.
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How similar perks compare in terms of usage.
For example, ranking all healing perks against each other, or perks that give the exposed status effect.
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One of the new changes was that regular frenzy attacks do not decrease the bleed out timer. However, Not Queen has said that there will be add-ons that will allow this to happen. Do you have any intention of changing this? It seems that if this goes through unchanged, people will run these add-ons all the time, like how we used to run combat straps all the time for Pig.
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Autodidact: You start with a -15% healing progression penalty for skill checks while healing survivors.
For every skill check you receive a token up to a maximum of 3/4/5 tokens.
Every token grants you 15% healing progression bonus for successful skill checks while healing a survivor.
While healing a survivor for 4 continuous seconds, a skill check will guaranteed to be triggered. This effect goes on cool down for 10 seconds.
Deja Vu and Detective's Hunch: The repair progress of generators can be determined by the intensity of their auras. (Might be OP)
Saboteur: When a Survivor is downed, the aura of the two closest hooks are revealed to you and their sabotage progress can be determined by the intensity of their auras. This effect ends when the survivor is hooked.
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@Delfador said:
Yeah it would be a nice buff.
Tbh, dark sense and bitter murmur are different and bitter murmur have that limitation that the survivors have to be in certain radius so not all of them are revealed.
True, forgot about that part. I was thinking more about the activation requirements. Still, knowing where a survivor is going 5 times is better than knowing the killer's location once or twice, even if it's map wide.
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In the past, you talk about ideas to bring solo survivors closer to SWF to improve future balance. Some of these ideas included being able to see other survivors perks before the game started, as well as a baseline Kindred ability. Do you still plan on these coming to the game, or do you have other ideas for bridging the gap between the solo and SWF survivors?
Thanks for listening.