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Cancan71

Cancan71

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  • Yeah this thread is a ######### show. One of the mods should lock this thread as it has devolved into attacks on other people.

  • @MichaelAMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346523#Comment_1346523

    Agreed on adding new characters which properly represent that character.

    https://forum.deadbydaylight.com/en/discussion/comment/1346532#Comment_1346532

    It is literally what I said and it shouldn't matter about the race/sexuality spectrum when it wasn't really there to begin with until Archives.

    https://forum.deadbydaylight.com/en/discussion/comment/1346526#Comment_1346526

    The last of Us 2 was more or less another issue in my eyes vs how it's being done...if properly done and not retconning existing characters sure I will state I prefer new characters/killers being introduced as more inclusive.

    I see you don't want any characters to be retconed but would any characters' lore be retconed if they were made gay?

    For example before the Archives I could say that Dwight is gay and it wouldn't contradict any of his lore. I could also say that Dwight drugged his boss and that wouldn't have been against his old lore. Now with the Archives we know that Dwight drugged his boss, even though his original lore didn't mention this.

    With most of these characters we don't know much about them so we can't say that asking them gay would retcon their backstory. Of course there are some exceptions like the Nurse but the majority of characters are possibilities at this point.

    Of course if they want to make a new LGBT character I would like that as well.

  • @BlazeNightash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346430#Comment_1346430

    except soul guard as a much different requirement to work, not even game has a hex, hell most games don't have hexes due to the change with ruin. And being able to pick yourself up multiple times is really kinda busted, on top of the increase wiggle bar from doing it. unbreakable sure only lets you pick yourself up once but it also has the faster recovery speed as well allowing it to be used over and over again without expending the pick up just 99 yourself and someone picks you up, repeat reuse

    When I mentioned Soul Guard I was talking about how its version of Unbreakable is weaker but the perk has other things going for it, kinda of like this version of Buckle Up. Also unless you're talking about Flip Flop recovering has no effect on the wiggle progress.

    Sure if you had Unbreakable and someone else had Buckle Up you could pick yourself up without using your Unbreakable but you could already do that without Buckle Up if someone just pick you up normally. Plus the person with Buckle Up might be hooked or busy somewhere else so you're forced to use your Unbreakable. The only time when Buckle Up could make a difference if the killer is near you and the survivor couldn't pick you up normally and you didn't want to use your Unbreakable, but that's a niche case.

    With this change I'm not looking to make this a new top tier meta perk, but to create an interesting perk that can be used to make exciting plays to help your fellow survivors.

  • For your "make them as you see" point, I say the reason for this is the Archives. Beforehand most of the characters were blank slates, for example all we know about Meg is that he takes care of her mother and that she is sporty. Now since they are expanding on characters backstories, the old philosophy of "make them as you see" is outdated as they add more to these characters backstories.

    Plus it's not like they avoid relationships before this, Nurse is a widower and David is confirmed to have a female ex in the archives. If they start adding more stories about the characters relationships then surely one of the characters would be in a same sex relationship. There are over 40 characters in the game, surely one of them is LGBT when you look at it from a statistics point of view.

    Anyways no matter how they do it, as soon as they put in a gay character they are going to be accused of pandering, see the Last of Us 2.

    As a side note, people on both sides of the coin are going to screech about it on the internet. That's just how the internet works. Try not to judge a group base on what you see on Twitter.

  • @BlazeNightash said:

    https://forum.deadbydaylight.com/en/discussion/160465/buckle-up-buff

    it doesn't do much in this current state because unbreakable exist, so all you're doing is creating a weaker unbreakable for this perk to have some value, unbreakble needs some kinda nerf

    It does have some advantages over Unbreakable do, as you could use it multiple times and you don't have to rely on your random teammates to have Unbreakable.

    Plus keep in mind that this version still has the current effects of the perk, so its not like the perk is just a weaker Unbreakable. It's similar to Soul Guard in a way.

  • @Milo said:

    I can't find a single situation where that would be usable tbh?

    The main purpose would be to be able to get survivors of the ground when you can't do it yourself. For example a killer could be chasing you around the killer shack near a downed survivor under a pallet. If you have this perk instead of getting yourself downed trying to heal the survivor, the survivor could get up themselves and run away while the killer is preoccupied with you.

    I know that the range is small but giving someone Unbreakable is a powerful effect so I put on the 8m radius to balance it. Maybe the range could be adjusted but the important point of the post is the idea and not the specifics.

  • To be fair that happens with every character lore, Claudettes struggles with school, Jane's discrimination, Huntress watching the soldiers etc.

    However I welcome this new change. Most of the characters are a blank canvas up to this point so I don't see any harm in doing this, it's not like they are retconing any lore. Besides, no matter how you approach LGBT topics people on the internet are going to complain about it. For reference see the Last of Us 2 controversy.

  • Buckle Up: In addition to its existing effects, downed survivors within a 8m radius of you will be able to pick themselves up off the ground. This deactivates if you are downed.

  • There should be a little eye icon next to the cloud id. Clicking on that will reveal the id.

  • @Boss said:

    I'm just glad it doesn't apply Haemorrhage. 🤣

    Hey don't be mean to haemorrhage. At least it's not 30 seconds of blindness. 😂

  • They say it was a mistake but in the spotlight it clearly shows the killer sneaking up on the survivor when talking about Forced Penance. It's obvious that the perk was supposed to have oblivious but was changed last minute before the PTB, that's why the livestream and spotlight still said it applied oblivious.

    Either they replace the broken with oblivious or make the perks apply both effects. As it stands all it does is take up a space on the bloodweb.

  • Deja Vu: The auras of the three gens closest to each other are revealed for 40/50/60 seconds. The repair progress of the gens can be determined by the intensity of their auras. This perk refreshes every time a gen is completed.

    Solitarity and Autodidact: They now work with med kits and their add ons (We'll Make It and Botany Knowledge work with med kits so why don't they?)

    No One Left Behind: Activates when all generators are completed.

  • @Peanits said:

    It's Broken. There was a mistake with the script for the spotlight trailer.

    If it was a mistake with the script, then why did the spotlight show the killer sneaking up on the survivor while talking about the perk?

    Was Forced Penance supposed to inflict oblivious but was changed to broken late in development?

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1340736#Comment_1340736

    Or maybe they could just listen to the feedback from the PTB, since that's the point of the PTB afterall...

    I made a post yesterday saying how the devs keep on adding more restrictions to perks so they aren't too powerful. However when the perk becomes too weak they don't make any effort to change and leave it in it's useless state for months. Stranger Things came out 9 months ago and not one of its perks were buffed since its launch.

  • @Orion said:

    Because they're probably mixing it up with Deathbound, which does apply Oblivious.

    But not only did they say it applied oblivious on the 4th anniversary stream, they also said it again on the new spotlight for the next chapter. I doubt that they made the same mistake twice. It seems like it was intended to apply oblivious but was changed very late in development.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338958#Comment_1338958

    Even in just the stuff we've seen in the past year, almost every character has a perk that is at least reasonably valuable.

    • Nancy: Inner Strength is indisputably a meta perk.
    • Steve / Yui: OK maybe not so much here.
    • Zarina: For the People can work out well for aggressive players who build toward protecting teammates and looping.
    • Demogorgon: Surge is widely considered to be a good slowdown perk on a lot of killers.
    • Oni: Nemesis + Play with Your Food is a killer combo.
    • Deathslinger: Retribution is a dangerous component of a full hex build, which maybe isn't meta, but can be a real goddamn pain to face.

    I don't deny that they made some good perks. I use some of them myself, but it doesn't change the fact that they made a lot of perks that were weak and haven't been touched since.

    • Nancy has good perks in general I'll give you that.
    • Steve's perks are either too conditional to be good or aren't strong enough in the first place (Babysitter doesn't have any bad conditions but the effect isn't strong enough).
    • Yui has Breakout which I actually really like so there's that. The other two not so much.
    • Demogorgon has Cruel Limits and Mindbreaker which are probably the worst perks created in the last year. Surge is okay but is hampered by all the conditions it has.
    • Oni's Blood Echo is another perk that is hampered by an unnecessary cooldown. I don't need to say anything about Zanshin Tactics.
    • Zarina perks are actually fine, even Off The Record can synergize with Object. Though if Object is reworked then Off The Record would need some type of buff.
    • Deathslinger's Gearhead was nerfed and now is outclassed with other perks like Discordance or Surveillance.

    Im not saying that all the perks they made were awful. However I am saying that there are perks that the devs left in a weak state and that need to be looked at. Even going back farther there are perks that still need to be changed, whether because of unnecessary conditions or a weak effect.

  • @Rydog said:

    You're right, I wish Self-Care worked when you were uninjured! Imagine being able to Self-Care in the corner as a potato Blendette ALL GAME.

    Also, re: your other example, Barbecue & Chili -- I wish it didn't have those stupid conditionals, either. I would love to see survivor auras at all times, and also for my BP gain to just multiply constantly.

    In all seriousness: Behaviour's stated design philosophy is to err toward conditional perks, as these types of edge cases make more sense than just making a bunch of grossly overpowered new stuff every three months. If I were to guess, they probably would have taken a different approach to the perk system if they had known that the game would have more than 150 perks at this point.

    I do get their reasoning as power creep is bad for any game and I wouldn't want 6 new meta perks every chapter. But they are just going the opposite direction and making perks that no one uses. Would Mindbreaker be OP if it had the 50% gen progression removed? Would Fixated be too powerful if you can use it while injured? I get that they are being cautious but they make bad perks and then never change them. Since their release not one of the Stranger Things perks were buffed even though they need them. I'm not asking for top tier perks but I do want perks that are at least mid tier by themselves or combo well with others.

  • Blood Echo does have its uses, but the cooldown severely limits its uses and it also doesn't work on downed survivors. It does it job, but it's hampered by the unnecessary cooldown it has.

    It's still an alright perk though. At least it's not Mindbreaker.

  • It's impressive how they made two killer exhaustion perks and made them both near useless.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338776#Comment_1338776

    This is what Blood Echo says:

    When hooking a Survivor, all other injured Survivors suffer from the Haemorrhage Status Effect until healed and the Exhausted Status Effect for 45 seconds.

    Note that "until healed" only applies to Haemorrhage, not Exhausted. They get Exhausted for 45 seconds.

    The description makes it sound like the exhaustion only affects survivors that were injured when the perk activated and not the healthy survivors. I haven't played against it in so long so I can't remember how it worked in game. I'll leave the blood echo example up cause even if I'm wrong it still serves the point I'm trying to make.

    Also I can't edit the OP, is it just me or is it the forums fault? I'm on mobile if it matters.

  • @YaiPa said:

    well, I wouldn't say that being injured is an unnecessary condition for self-care, it's how the perk works. It is true tho that devs changed how perks were created, i.e. older perks give bona, no requirements (iron will, enduring, sprint burst, adrenaline, dead hard, unbreakable), while every new perk has some requirement, even if easy (deliverance, MoM, inner strength).

    Now, the requirements is what balance a perk, for example deliverance and unbreakable have similar effects, both let yourself be autonomous to save you, but the first have a requirement, while the other has not (that's why unbreakable is meta, while deliverance it's not).

    I never said that being injured is a "unnecessary" condition, like you said that's how the perk works. I said that to illustrate what I meant by a condition, like how for Barbeque you need to hook a survivor to activate it.

  • @Orion said:

    I agree with the core principle of this thread, but there are some things you missed about some of the perks you mentioned.

    1. Ruin, like all Hex perks, is meant to be powerful until it is destroyed. In Ruin's particular case, the effect is negligible as long as survivors never let go of the generator, so putting more activation conditions would make it worse.
    2. Blood Echo only requires the survivors be injured to apply the Hemorrhage effect. They all get Exhaustion regardless.

    Other than those two nitpicks, this is an excellent thread.

    Thanks for your feedback! For your first point of you're talking about what I said in the first paragraph I meant old Ruin. I'll update the thread to make that clear. I do agree that Hex perks should be powerful as they have the condition of not being broken.

    For Blood Echo though, I never knew that! I always taught that the survivors have to be injured to be exhausted. I'll look that up to double check.

  • @Niitosky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325241#Comment_1325241

    https://forum.deadbydaylight.com/en/discussion/comment/1325263#Comment_1325263

    So, tell me if I have understand correctly: you can advance in the rift in two ways: either by taking on the challenges of the current tome, or by gaining experience, right?

    If yes, can you tell me how the experience is calculated on? What do I get 800 XP for?

    Do you know your devotion level, that icon on the top right of the screen that is next to the currencies? It is based of that. You get xp for how long you were in a match up to a certain amount of time and that xp goes towards your devotion level and the rift. You also get bonus xp for the first killer and survivor game of the day.

    You don't really need to worry about this too much as you get it for just playing the game. The time is the most important source of rift fragments.

  • As the person above explained, they are both used to advance the rift. However leveling the rift goes a lot faster if you do all the tome challenges as it can take a long time to level up the rift just by gameplay alone.

    Anyways what I would recommend is to focus on the tome 3 challenges for now until you complete them all or the rift ends. Then you can do the remaining challenges in the previous tomes after that.

  • The challenges of the previous time are not supposed to reward you with fragments for the current rift. Only doing challenges from tome 3 will help you to progress in the rift.

    If you are getting fragments from either tome 1 or 2 for the current rift then it's probably a bug. The old tomes are only supposed to give bloodpoints and lore.

    EDIT: You also get fragments just by playing the game so make sure you're not confusing these fragments with the ones in the tome.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321630#Comment_1321630

    Both.

    If you could control it, that'd be a way different story.

    Sometimes i want to immediately stop uncloaking, to get a better position or smthn.

    But this bug quickly betrays that i'm there.

    Also, it's like scratching a chalkboard or rubbing on tight plastic: The noise it creates is annoying unless you're the one doing it.

    An automatic Wailing Bell is just blegh to me.

    I see your point. I generally don't cancel my uncloaking but I can see why it would be something that would annoy those who do.

    Maybe if you could press a button to make the sound without uncloaking that would please both sides.

  • @Boss said:

    Lol, i hate it & want it removed ASAP.

    Why, if I may ask? Do you think it shouldn't be a feature or does it simply annoy you?

  • There's also the archives videos, which include toenails being ripped up and a guy being stabbed in the throat.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315989#Comment_1315989

    Endgame. Killer slugs you after deliverance. You get up with UB and tank a hit with soul guard. He picks you up you use DS.

    True that would make soul guard work well but it's a very specific build that only works in a specific scenario, plus you might not have deliverance active or you might be on your second hook. If I was trying this build I would use Sprint Burst or Dead Hard as they would accomplish the same thing as Soul Guard while also benefiting me during the game. But I do admit that if you get it to work it would be pretty satisfying.

  • @NursesBootie said:

    OMG no mither builds are soooo broken now.

    Seriously, it's good with unbreakable when timed right. Not op, just another protection layer on top of Deliverance, DS and UB. That combination of perks is obviously op, but soul guard as a perk not.

    Doesn't that assume that the killer will be waiting out the 60 second timer right next to the downed survivor? If someone deliverances in front of me and I assumed they had DS I would either pick them up to waste DS or go and pressure someone else. Either way Soul Guard would be useless so I think you would want something else instead like an exhaustion perk.

  • The perk works well against killers that like to slug a lot like Hillbilly and Oni but otherwise it can be counter by just picking up the survivor, and a lot of games the killer doesn't even slug so it's useless during some matches.

    I tend to notice that people tend to overreact when new changes come to the game, whether they called OP or say that it's useless. Remember when the doctor rework was a nerf? Remember when sabo was OP because of one video of a good SWF playing against people trying to learn the new killer? It's better to wait when it's live for a few weeks before making any conclusions as people play differently between live and PTB.

  • Haha, Switch fan go vroom.

    Seriously though I hope that they make sure console are running smoothly before this update.

  • Another point to make is that Sloppy Butcher only applied hemorrhage at one point and was a useless perk. Only when the perk got buffed with mangled did people start using it. Hemorrhage has been a useless status effect for a long time now.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1310936#Comment_1310936

    That awkward moment where you make a suggestion, then somebody else makes the exact same suggestion later but they all reply to them instead T-T

    Whoops I didn't see your comment there. Sorry was flicking through the thread and didn't pay close attention to the comments.

    But yeah I think our approach would be the best one as it makes the status effect more useful while making Bloodhound have it's own unique purpose.

  • Maybe they can make hemorrhage brighten the blood stains like Bloodhound does. And for Bloodhound, they can change it so you can see blood tracks through walls. It would make perks like Lucky Break more useful.

  • It also stops Ruin from regressing the gen.

    Another thing I thought of, although it very niche, is that you can block the gen to prevent Freddy from teleporting to you.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304145#Comment_1304145

    so when they said "iconic " killer the first one you thought of was pyramid head? u didnt think about how we have the majority of iconic killers already (freddy, myers, bubba, ghostface ) and you thought about a video game that the majority of the people in this community have never played (just look at YouTube videos and the post on this forum if you wanna ask "who").

    Again, just because a few people don't know who the killer is doesn't mean that everyone agrees with that sentiment. It's a case of a vocal minority versus the silent majority. When you look at the new trailer on YouTube it has 41k likes compared to around 700 dislikes. It's seems people are excited for this chapter. The Silent Hill franchise has 8 games and a movie so it's not like it's a small series. To say that no one knows or cares about this chapter is objectively false.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304025#Comment_1304025

    i mean the majority of the people on the forums wouldnt call pyramid head "iconic".

    Really? If someone told me to name a few horror game killers, Pyramid Head would be up there.

    And who is the majority of players you are talking about? Unless you do a survey on everyone in the forums you can't say for certain that the majority don't think of him as iconic. A few vocal protesters does not represent the entire community. If you looked at the YouTube trailer you would see that it has way more likes than dislikes.

    As for an "emotional" milestone, that depends on the person. If say Candyman was the next killer I wouldn't be emotional about it because I never saw the movies however other people would be. The new survivor can definitely be called "mysterious" from what I remember of the games.

  • There is a YouTuber called Not Otzdarva that made a video on builds to use on every killer, doc included, that only include their teachables and base perks. I recommend that you watch that. I'll try to find the video and what perks he suggested.

    EDIT: I just looked at the video and it was before the doctor was reworked so the video might be outdated for you. The four perks he recommended were Sloppy Butcher, Distressing, Thrill of the Hunt and No One Escapes Death. I would recommend the first two as they are great perks that play into his strengths of game slow down and info gathering by using static blast. The latter two I'm iffy about. Thrill makes cleansing totems take longer so that helps out with NOED in the late game. I know that some people dislike using NOED, myself included, so you can decide if you want to use these perks.

    Although it's a good perk, I wouldn't recommend Monitor and Abuse on doctor personally. Doctor wants a big terror radius to find survivors with his static blast. Monitor reduces your terror radius outside of a chase but increases it in a chase. Usually you would want to use your blast when your looking for someone, but monitor would hinder that by decreasing the range of the blast. There are some builds on doc that monitor is good for but for a general build I would get something else.

    Another perk I wouldn't use would be Knock Out. If a survivor is in tier 3 and on the ground, they still scream and give away their position, which makes Knock Out useless.

  • @Dead_by_Gadfly said:

    "Killer sided room" 🙄

    Meaning you f'ed up and instead of dealing with it you dc'd, which just reaffirms that it should exist.

    It's a dead end that guarantees a down for the killer of course it's killer sided. And he couldn't have dealed with it as the killer blocked the door and prevented him from escaping, which I remind you is against the rules of the game and is a bannable offence.

  • Yeah, how dare you not remember that the room is a dead end. It's your fault that you got held hostage. /s

    But seriously, I don't know how that change got through any of the map designers. All they did was turn a strong survivor loop into a killer favored dead end zone. Dead Dawg Saloon was already good to killers with it's map size and the loops besides the saloon. That room probably deserved to be changed but not like that. I thought the devs realised that dead ends are not fun when they made the first version of The Game map!

  • @mottigedel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298344#Comment_1298344

    i'd say the former. They would have brought down this post almost immidiately if this was leaked content. i'm 100% sure of it. We can rule alien out now. not that i thought it was going to be alien, i'm convinced it's jason.

    I think that there is the possibility that while this leak is fake, the devs might be working on Alien. If they looked at this post and confirmed that this wasn't a leak, then they wouldn't have to worry about other things like the survivor or perks getting leaked, so this post would be harmless. Plus if they did take it down it would raise a lot of eyebrows. They have done a good job keeping things under wraps so they wouldn't want to mess it up now.

  • @xCarrie said:

    Well the devs haven’t taken this down yet or milliseconds after being posted so probably fake.

    Unless? 😳

    I was just about to post that. Doesn't the forums have a ban on leaked content in these discussions. I remember when something was leaked a lot of discussions would be taken down.

    Since this thread is still up I would say that either the leak is fake and the killer is someone different, or the leak is still fake but the killer is actually the alien, in that case why not leave the thread to hype people up. Anyways I doubt that these specific pictures are real.

  • @xChrisx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297706#Comment_1297706

    Fake=they say it and problem solved

    Real=no answer

    In my opinion

    In situations like these devs tend to stay quiet. If they debunk any leak that came then once a true leak comes if they don't say anything it's basically a confirmation. That's why they never debunk leaks as if a true one comes and they still say nothing there's not a lot people can speculate about.

  • The pig leak had a little more substance to it as you could see some of her unique perks behind the power description. Plus that leak had the killer and survivor models leaked which where higher quality than this. If this leak is true than where is the survivor model?

    I'm personally in team fake, when you see a screenshot as blurry as this you have to be a little skeptical. Although if it's true than I wouldn't mind an Alien chapter.

  • I say Dead Dawg Saloon is my favorite. It is a nice looking map of reasonable size that has pallets that aren't too strong or too weak. I don't like the dead end room they put in the last update though.

    Least favorite is Hawkins, which is a shame because it has one of the best designs in the game. But it's an indoor map, which already favors killers, but it also has the worst pallets in the game that a lot of the time screw you over. If someone ask me for the definition of useless, I would point to the upstairs pallet near the single person gen and yell "That!".

  • If the killer is the xenomorph, then who would be our mysterious survivor. We know a lot about Ellen Ripley so I don't think we can call her mysterious. I don't know much about the Alien franchise so maybe there's someone else that can fit the bill?

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285630#Comment_1285630

    True, your argument for breakable walls not being a perk is exactly the reason why Any Means Necessary is a failure of a perk. Either the feature gets a lot of work and is therefore made widely available or the feature gets little work and is put into a perk and is horribly imbalanced, like Any Means Necessary. Thanks for the discussion!

    Thank you for the constructive discussion as well! It was great to discuss how this mechanic would work and what restrictions it needed to make this change fair for both sides.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285562#Comment_1285562

    I guess the walls are breakable enough, but just because breaking a wall might make some chases longer there could still be downsides, limitations, and complications that would make the perk balanced. Like maybe breaking walls could take long, like 16 seconds. In addition, the locations of these walls could be where chases don't usually occur anyways or where survivors don't need that much help in chase. You assume the perk is inherently too powerful, but it actually doesn't have to be.

    You do make some good points. A long breaking animation is needed to balance survivors making good loops and not all walls should be broken by survivors as they would benefit the killer more. However, it is a lot of work for the devs to implement walls on every map that benefit survivors when broken for only one perk. It'll be like the devs announced that breaking walls was a perk for killers when they revealed the mechanic. It's a lot of work for a mechanic that is locked behind a single perk that may be on a dlc character, and they would have to do it for every map they release in the future. I see your point, but I rather they make it a base mechanic for every survivor and then add the limitations as needed rather than doing a lot of work for every map current and future to make sure that a perk that all survivors wouldn't use works as intended. Basically for all the work they would have to do to make the perk useful, they might as well make it a base mechanic.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285472#Comment_1285472

    How does adding another perk to the meta decrease perk diversity?

    For your first comment the walls in Dead Dawg Saloon are thin, worn down and have gaps in them. They might not break them as fast as killers but I can imagine a survivor can break them if using enough force. Plus all survivors can repair gens, perfectly heal survivors and run as fast as normal after being chainsawed in the back so we can say that the Entity allows this to happen from a lore standpoint (it feeds on hope, so why not allow survivors to break walls to give them hope of escaping the killer?) Pallets are thick and are capable of hurting a killer so I couldn't imagine a survivor breaking them. Plus why would a survivor break a pallet when it's one of the few things they can use to protect themselves from the killer?

    For your second comment, if the devs change the walls so that breaking walls allows survivors to create stronger loops, than all high rank survivors would want this perk in order to get access to a mechanic that they wouldn't normally have access to. It would be like how old Ruin was used as a band aid to slow down gens before all the map and gen changes happened. Since Ruin was nerfed, it wasn't used in 80% of red ranked matches, allowing killers to use different perks, whether they be gen perks or other perks with different effects. If people felt they had to use this perk to make better loops, then this perk wouldn't become part of the old meta, it would be the new meta. I rather if this change was made that it would be available to everyone and then perks could be changed to affect the mechanic, rather than limiting an entire mechanic to one perk.

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