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CharlieChatBox

CharlieChatBox

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CharlieChatBox
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  • Her greatest sin was being born French.

    However, her power design just needs a buffer job. Not sure what this post is about.

  • If anything, you should be more concerned if she has tinkerer or other undetectable perks. Most killers produce some level of ambient noise. From what I can tell, she only really produces ambient noise when unmanifested. Which means that while manifested, aka, able to attack you, she doesn't produce sounds on her own.

    For the counterplay: take tapes, play safe. Don't give an inch. You won't need to play as conservatively as you do Oni before his first hit, but if you really don't feel confident against her, drop the pallet, hold W. Some of her other choices, like Make Your Choice or other exposed perks can be pocket aces to give them momentum.

  • If anything, the adept achievements are easier now than ever before. If you do the achievement attempt right after rank reset while in ash, it should take only 1-5 attempts to get it. Trying for merciless while Iridescent is a fool's errand.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895095#Comment_2895095

    Trickster...yeah. I think he's going to be Pig V2, in that he's so annoying to play against that the devs don't dare give him any love.

    Nemesis is one addon pass away from being solid.

    Slinger...eh. Like Twins, he's both very clunky and quite powerful.

    Trickster is worse than Pig, because his design isn't even unique. He is the most derivative of the ranged killers.

    All Ranged Killers trace back to Huntress. Clown and Plague are the most unique takes on her concept, as they came second and third.

    Slinger had an Identity as Stretch Armstrong with his 18 meter long lunge, but lost it for... understandable reasons. This is why he's on this list.

    Executioner plays quite similarly to Huntress in many occasions, and benefits from many of the same perks. However, due to his shorter range and ability to ignore walls, it does allow him to carve out his own meager identity.

    Twins does have an interesting idea. It was just... executed poorly. Understandable, but it either swings as an annoying hanger-on to the gremlin who downs the entire team because he respawns every 6 seconds. He's effectively a respawning Hex Totem.

    Trickster has nothing. He's always been a sham. There is no outplay, only delay. Will continue at length if necessary.

    Nemesis is Executioner, but he can break pallets instead of loops. He is a 115% who you can viably get away with only using his m2. Name me another 115% who can be so power dependent instead of power adjacent. Balance wise, yes he is one add-on pass from balanced. His design is shoddy, and is patchwork of Demogorgon and Executioner, and the new mechanic he brings is non-functioning. At least Onryo's televisions don't get stuck on trees. And can actually be interacted with and influenced by both sides.

    Artist needs some tweaks, needs some lethality pulled from small loops to her sniping ability, and she's fine. The idea of being able to harass at a distance, but less effective at close range makes her akin to an inverse Executioner. Aka, her own niche.

  • Trickster takes the cake. Followed either by Nemesis or Deathslinger.

    Others can be fixed or tweaked without major concept reworks.

  • It happens. Sometimes we potato. Don't take it personally.

  • @gendoss said:

    https://us.v-cdn.net/6030815/uploads/E94WTCXC6EBC/image.png

    The one where I couldn't down the guy with bloodlust 3 and NOED was this piano loop here. I ran around it, double backed, and tried mind gaming it and he ran around it like 20 times before I could down him and I barely did it. When I'm a survivor it's a guarantee hit so I don't understand what I'm doing wrong. Even with an extended lunge like tier 3 Myers I can't down a survivor at the most basic pallet like that.

    If I were to kick the pallet he would have just made it to the next pallet and did it again. It felt literally impossible.

    https://forum.deadbydaylight.com/en/discussion/comment/2895018#Comment_2895018

    Few things: Don't stick to the Piano side. That's the fatter side.

    And the other thing is that you can practice this. Because that shouldn't require Bloodlust. Unless the guy was Spine Chill Resilience.

    Or a Subtle Hacker.

  • Do you have a picture of the loop? Some Loops do require brute force, while some can be double backed. Thank you.

  • They fear making all perks equal. When all perks are made equal, those who cling to their crutches shall be judged.

  • I think RNG is fine, if the RNG was more controlled.

    As in it starts as a really low % chance to escape, and ramps to 100% for attempt 6, to prevent perma traps.

    Ex: -15/5/25/45/65/85/105%

  • Unironically, could we get a new type of Area Denial Killer. Because we have Trapper and Hag. That's it. I don't really count Nightmare, since he can set his mid chase and requires no set up in advance, barring his pallets, and I don't count Executioner, because it doesn't really help him with his downs. His Punishment is all that's required.

  • @Heartbound said:

    If you're in a chase with a survivor the only ones they can benefit from are Shadow Step and Dark Theory which you won't see often. It's mostly circle of healing and if they can get a heal off in chase you've got bigger problems.

    Boons are a pain against hit and run but if you just chase normally then boons don't exist.

    Chasing normally usually is 1 gen per chase, if not 1 gen per health state.

    But if you insist.

  • Cool. The double upstairs totems on Ironworks and Eyrie of Crows just really hurt.

    For some reason, if I get those maps, the survivors almost always have a boon. If its something like Shelter Woods, no boon.

  • It was a lot more understandable to die 50 times in a row when there wasn't any match making.

  • Well, have you heard of the PTB? Cold Dirt is becoming Base Kit. You get some Lethality. Frenzying Injured Survivors is now partially viable. You might be in luck.

  • Power Creep and thematic Powers. Part of the thing that really sells a power/killer, is how the killer plays in tandem with how the killer is written. And the other thing is accepting a weak, intentionally designed power, versus trying to make something optimal for the current game, but bloating the power/chapter.

  • @toxik_survivor said:

    Truly there is no overpowered killer. You may say nurse, but nurse takes so much skill to master you maybe play a pro nurse once in 50 matches. No big deal. I would say blight would be the closest killer up there to recieve a nerf, but then again how many times do you go against blight? Once in 20 matches maybe. The only killer that really needed a nerf imo was deathslinger and he got absolutly slaughtered, which was sad cause daddy slinger was so fun and now he's eh. Besides that most killers are balanced or need buffs.

    This. There are so many killers that have pretty good base kits, and about 33% of the cast would get massive QOL boosts from an add-on or two being baked into base kit.

    Just wish that all add-ons were good, not that a killer would either get good commons-rare add-ons but useless higher tier ones, or good very rare and ultra rares, but terrible low rank add-ons.

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2866213#Comment_2866213

    Thank you for your input! This is a really solid review, and I'll try to address your concerns and comments down the list!

    1: Fear the Reaper- The trick is that in order to do that, the Fearmonger has to waste tons of time waiting for the cooldown of FtR, since the cooldown and Carnal Fear stack gain is based on *total distance traveled* by the sickle, so if he just spams it at close range, he gets 1 stack out of it, once every 5 seconds at most. Additionally, teleporting consumes all Carnal Fear stacks unless he teleports to a Survivor with 10 stacks, so he has to be ABSOLUTELY SURE he can swoop in for the kill before committing to it. (No, he doesn't get to see how many stacks they have until they reach the point where tangible effects begin. Plus, if they're already at 10 stacks, they can be insta-moried like Meyers' Tombstone addons, making the Exposed status actually worse for him in that case.

    2: No Hope- The idea for this perk was to be a bit of a memey "fakeout" perk, with some weird utility for unaware solos. The mere existence of this perk could cause people to double-guess a death-hook, even if for a moment. Also, the Killer using this perk would get a prompt while hooking a Survivor to trigger it.

    3: No Saviour- Honestly, I wasn't sure what other not-totally-obnoxious status I could have inflicted on the Survivor with this one, but the idea is that it both reduces the struggle time AND wiggle effectiveness, thereby allowing it to mitigate Boil Over and work as well as Iron Grasp. If Survivors get perk power creep, why not Killers, too?

    4: No Light- It isn't especially friendly to Pentimento, no, and it might make NoED kind of... Busted, but I'm basing this idea on the concept that BHVR would be smart enough to tweak NoED beforehand or something. An edit could be made that turns these dulls into Pentimento shades or something, I guess, but the concept is the same. The yellow aura for totems is an interesting idea, but considering that this perk was primarily designed to be the anti-Boon perk Killers have been crying for since Mikaela's release, I went with this idea over anything else.

    Like I mentioned at the bottom of my post, this concept might be a tad overpowered, but again, I got it from a dream, so what can you expect?

    Thank you so much for your review, though!

    So its just 60 seconds to get a mori on some one? Cause you said it is a 5 second cooldown, and I am assuming you can just whip it out and instant shoot like Cenobite's chain. No Hope wasn't an issue with the memeyness, I like it. Just might want some buffering. For No Savior's Power Creep? Not really a good excuse. You say that survivor's got power creep, but I think the only perk in the last 2 years to actually shake up the meta of DH, BT, Unbreak, DS, etc is CoH. And that's just because that one isn't well designed. Power creep is also stupid, and is a lame excuse. And noed getting adjusted? I don't think they've adjusted many of the colorless perks. Last one was Small game to make it stop screwing Trapper unnecessarily. I wouldn't assume that they're going to fix their game.

  • Someone who is terminally ill who continues to struggle to survive. Someone who is in and out of the hospital, but still is tracking what the Black Veil is doing, functioning as an Oracle sort of archetype. That sort of idea.

  • @DarKaron said:

    Heyo everybody, today I have a Killer concept that came to me in a dream. Been a while since I did this...

    I see him stalking me from the shadows. I hear chains scrape against cement, dragging in the dirt... I can feel his sickle scraping the halls as he stalks me... Is this what dread is, in this place, or is that what carnal fear does to a man hunted by nightmares?

    Power: Fear the Reaper

    A sickle bound in seemingly endless lengths of chain that coil and wrap around the Fearmonger's arm. Its strange, otherworldly properties cannot allow it to harm one mid-flight, but being struck instills primal terror in those who realize he knows where they hide.

    Reaper's Scythe:

    Holding the Power button allows the Fearmonger to wind up to throw his sickle, and upon releasing the button, the sickle is launched from him with an increase of speed depending on how much he charged the throw.

    The sickle can be directed, and will extend up to 48 meters before needing to be recalled. Survivors who touch the chain gain one Carnal Fear stack per second.

    Survivors hit by the sickle itself gain up to 5 Carnal Fear stacks depending on how far the sickle's chain was extended, and the cooldown of Reaper's Scythe is decreased by up to 5 seconds respectively.

    Should the sickle hit a wall, it will rebound and continue moving in its new trajectory until it reaches its maximum length or is recalled early, each incurring a cooldown of 5 seconds before it can be released again.

    While Reaper's Scythe is on cooldown, the scythe returns to the Fearmonger's hand over that time, preventing him from attacking until it returns. In exchange, until it does return, he trails his chain behind him, allowing him to inflict stacks of Carnal Fear upon those unfortunate enough to trail his path.

    Carnal Fear:

    Survivors will gain stacks of Carnal Fear from the Fearmonger's sickle, up to a maximum of 10 stacks, with dangerous implications at various intervals.

    From 0-4 stacks, Survivors are unaffected.

    At 5 stacks, Survivors afflicted sufficiently have their auras revealed to the Fearmonger.

    At 9 stacks, Survivors afflicted sufficiently become Exposed.

    At 10 stacks, the Fearmonger may mori the Survivor similarly to how the Shape's Tombstone addons work.

    The Fearmonger may choose to teleport to Survivors whose auras are revealed to him for as long as they are revealed, even through the effects of perks. Doing so subtracts all stacks of Carnal Fear from all Survivors unless the Survivor has 10 stacks of Carnal Fear afflicting them, and places him as close to directly behind the Survivor as possible.

    Killer Perks:

    No hope:

    You instill the fear of being trapped forever in your prey.

    When you hook a Survivor, you may press the Interact button to inflict the visual and audio illusion that the Survivor has given up to the Entity and died. The Survivor does not actually die, but will remain hooked with no penalty for 40/50/60 extra seconds until they attempt to escape or an unhook attempt is made on them, requiring no skill checks to maintain their current hook state.

    No saviour:

    You instill the fear of being alone in your victims' hearts.

    While carrying a Survivor, the effectiveness of their wiggling decreases by 55%/65%/75%, and all Survivors suffer from the Blindness and Oblivious status effects until the Survivor is released by any means.

    No light:

    You instill the fear of defeat in the eyes of those who seek freedom.

    When a Survivor lights a Boon Totem, all other Totems gain your Terror Radius for as long as that Boon Totem remains standing, with any associated effects that may or may not be incurred as a result. Additionally, any Totem that is cleansed is reconstructed as a Dull Totem 20/10/5 seconds later.

    And that's a wrap!

    This concept may be OP AF, but considering this came from a dream initially, I hope it has some quality to it!

    As far as concepts go, its pretty good. Though I have a few questions/concerns.

    FtR: The idea of a bouncing chain allowing you to teleport to a survivor, akin to the Lament Config, is pretty cool. And if the power was just the scythe to gain tracking and mobility, there would probably be no issue, as this makes him in the same ball park as Onryo in strength. You trade immediate pressure to scout the map. Very fair.

    It's the Exposed and the Mori that concern me. What's stopping him from pegging a person with the sickle repeatedly in order to prepare the instant mori? I'm not seeing any form of counterplay that a Survivor could do.

    NH: You saying interact, like how Hex: Pentimento interacts with dead totems, or interact in the way that Diversion is an interact? If the latter, killer's don't get that button. If the former, maybe limit it to stage 2 only, as killing one self is loud in stage 1, and inverse the tiering to 60/50/40 seconds, because this does make it harder to pressure the hook if someone can stay alive twice as long on Hook. Or find something else to tier, potentially making it tier bonus Sacrifice BP, so the tiers are consistent in effect. Additionally, it may need to be limited to once per match (not that it would be useful after the first attempt at using it, as they will already know you could do this), as the ability to drop the number of active players for a time is quite useful. Really cool idea, just maybe a little ironing.

    NS: Iron Grasp already mitigates the wiggle effect. Maybe have if physically obscure the carried survivor's vision, and then tier it based on how long the effects of the perk linger after hook, maybe 4/6/8 seconds of lingering effect.

    NL: The TR on Totems is such a fun idea. The respawning Dull Totems kneecaps Pentimento, and makes NoED and TotH a bit too strong. Maybe after snuffing a Boon, all Totems gain your TR and are blocked for 20/25/30 seconds. You become Undetectable for that time. Base ability of allowing you to see all Totems in Yellow from the start of the Match, to lessen any time that you would spend looking for a Boon.

    Again, these are just ideas, based on the concerns I had when reading this. Really good ideas.

  • I'm more disappointed in all the stuff not being touched, even though you never see them. Does 10-15% of the stuff in game need nerfs? Yes. But 35-45% of what's in game is irrelevant, and I wish it wasn't that way.

  • I have occasionally. On both ends. Makes me wonder why they don't designate the corners of the map to have a hook spawn, and work the random spawns inward from there.

  • This sounds less like just bad solo teammates, and more of a swf ****** team just intentionally screwing with you. They are a thing.

  • Snare Frederick was a mistake that should have never been birthed from the Oven.

    Pallet Freddy has almost always been fun, since the thing that carries his kit is his gen teleport. You can be an M1 Killer, because you have a teleport onto objective that refreshes every 30 seconds. And still be fine. Still have no idea why the pallets were reduced in number, big sad.

  • Real question, why do you want your MMR to go up? It's a horseshoe man.

  • Sometimes archives have needs. Sometimes, its not worth chancing not dropping the pallet. And sometimes, we're just bad.

  • @bjorksnas said:

    Sometimes its just the right play, camping a survivor out vs letting them get unhooked for free, and healed for free in ~18 seconds from boon circle of healing, killers have a harder time pressuring survivors more than ever and sometimes its just the right call to camp someone out with any killer. Losing what used to be ~14 seconds on almost every heal from the survivor side really cripples killers action economy and they can't always keep up.

    Yeah, being injured used to mean something in this game. Its like a status effect now.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857780#Comment_2857780

    Okay, first of all i guess this comes from the limitation of the English language. The "you" i used wasn't aimed directly at you but at the general community i face.

    And about taking ggs negative, that comes with the fact that they strictly only come from winners and then mostly when the win was a onesidedly stomp. Most of the rest of the time they don't show any form of courtesy even when i myself gave ggs every time (which i stopped) or alternative toxicity cokes back.

    On of my favorite occurrences was a game were i got 0 or 1 hooks and less than 10k BP (iirc) and the survivors gave ggs and I answered with "not for me" as is in "it wasn't a good game for me. (I think it was even during a BP even with multiple offerings). Oh boy did i pooe the hornet's nest and they started to rip off with insults and toxicity.

    Again my comment wasn't directed at you but detailing my experience.

    Fair. I apologize for taking your words in this way.

  • There are no safe loops against Nurse. Against any other killer, Dead hard is BS. With nurse, its just another blink away.

  • A lot of this thread feels like:

    • Killer does scummy tactic
    • Survivor responds with unjustified death threats
    • Killer is surprised and upset by said threats or pretends to be

    I don't think their reaction is appropriate, but I can see why they acted this way. I'm not sure why you're surprised.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857249#Comment_2857249

    Well i personally have never understood the need to pip/rank up/rise in MMR. The only thing those bring you is harder matches. In a game with working matchmaking? Great, equal matches played on a razors edge with fun back and forth. In DBD, with its fabulous matchmaking thanks to imbalance queues? Yeah no, i don't need to increase my chance to get matched with the high MMR end of the stick more often.

    Hence why i play like i do. Normal without sweating "aiming" (without trying too hard) for 8 hooks and then playing completely brainless casual.

    After the motto "if i don't try hard then i can't be stomped hard". Takes frustration mostly out of the equation. I am satisfied if i manage to do my daily, get progress on my challenge and/or get my 4 bbq stacks. Everything else is bonus.

    And when survivor want to rush the trail with max efficiency even with only 2 hooks having happened? Be my guest but don't expect much points and the next killer to be this chill. Enjoy a relaxed breather trial or don't, but don't complain that "ALL KILLER SWEAT".

    They don't and maybe be a little grateful/respectful to the ones that don't instead of treating all of us like dirt. Sadly even as a chill killer that still provides the normal gameplay loop you get either 90% silence/the same toxicity or the 10% positive feedback but that also mostly only after they have stomped you aka "ggs" only after a 1hook/less than 10k BP round.

    I'm not saying all Killers sweat. I'm also not trying to treat killers like dirt. I play killer. I have more hours with killer than survivor. How is silence toxic. And why are you taking a ggs after losing poorly. People can mean gg as a good attempt, regardless of how you did. How am I treating you like dirt? The whole point of this thread is if you're going to camp, why wouldn't you camp with better killers for it? You okay man?

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857237#Comment_2857237

    And how would you know beforehand that you need to camp?

    Even if there would be any indicator in the lobby, it is impossible to switch character on the killerside anymore (despite individual MMR being a joke at this point). So "knowing that you probably going to need to camp" would be a psychic prediction before even readying up in respect to killer choice.

    You pick what you want to play, not what you "expect to need" .

    Sorry about that, sort of in a bad mood, that's on me. The reason why I said this is because it seems a lot like people already know that they're going to run into 4 boons on the Eyrie of Crows, and are going to have to camp from gen 4, otherwise they're not going to get dinner tonight.

    I agree. We should play what we want to play, not what we expect to need.

    But camping isn't playing. You said so yourself. Once you start camping, you might as well just be a killer skin, not an entirely separate killer. You're no longer playing your character.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857231#Comment_2857231

    It doesn't need to make sense. Strip all killer of their power and the only difference between them that remains is movement speed and height, of which none matter when camping.

    The ONLY killer that are really different are one shot killer like bubba, Myers (with loaded stalk) or billy as they make any from of save unhooking impossible and the rest remains at a 50/50 for the hook grab working or not.

    Killer powers make a difference for chasing or map pressure but hardly for camping. There killer nearly become like survivor, only a different skin (except for the mentioned above).

    Yeah. If you know you're probably going to need to camp, why not just play those 3? And Trickster. He's also pretty good at it. Can attest for both ends.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857224#Comment_2857224

    The way the game is set up right now, I am not incentivized. There is little reason to leave a hook in about 30% of instances. If they are within 15 seconds of a new hook state, or it is endgame, or there's a bunch of slugs, it is in my best interest to say "Nah, screw the map mobility".

    In an era where Devour Hope lasts about a minute before it turns into a Boon totem "leave the hook and just go chase" is Survivor Rulebook bullcrap.

    That's a chance you took when you ran Devour Hope. That's a chance you take when you run any Hex perk.

    If you're only camping for the reasons you stated, you really have your strategy on lock. Good job. You're probably really good at pressuring gens in the 70% you leave the hook. This is not intended to be sarcasm.

  • @Omans said:

    The balance team allowed the game to get this way.

    The killer player mindset is that every game is an SWF. Which, I mean, fair enough. The released player stats said that like 50 percent of survivors are solo, 50 percent some kind of SWF if I remember correctly. So the killer player, having experienced many difficult games, is going to go with the easiest and best strategy (which Unfortunately right now is loading up on gen slow perks and camping the first hook). Sucks that it takes no skill to do that, but it is definitely the best strategy when taking into account effort put in. You have to do far fewer chases, but still get rewarded with hits and downs if you just protect the first hook and immediately surrounding gens.

    No skill, medium to high reward.

    Constantly finding new chases and winning each one as killer? Requires much more skill, but super high risk, very low to high reward.

    On the other hand, survivor game play these days is a joke (if you are solo). Every game has a killer playing the same way, described above. It feels like every game is a 1v1 between the killer and the first player hooked. If you can do gens fast enough, before the first player dies, you may have a chance of escape. If you don't, and one of the many gen slowing perks is still active, you die. That's every solo queue game recently. It is skilless and boring, but that is the meta the devs allowed to happen.

    But of course, the super "complex" MMR system only rewards kills and deaths, so this is the meta.

    I don't think the devs care much though, they seem to be doing well enough by just constantly selling new skins, but if they care even a little about game health/fun then they will buff chase rewards for killers, nerf camping rewards, buff solo queue, nerf SWF, buff low tier killers, nerf high tier killers, change the multiple maps that are bad for each side. But that's too much to do, so Let's make more skins!

    Oh yeah, I'm not arguing against any of this. It's why I said this is the META. It makes sense. I'm just saying, why not just camp with killers who are good to camp with. It makes more sense than trying to camp with Onryo, Nightmare, or Wraith.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857218#Comment_2857218

    Or I can secure my kill and not lose at all because I didn't take the chase bait?

    But did you get any better? Losing doesn't transfer from match to match. Because it sounds like you don't need to practice your macro decisions.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857202#Comment_2857202

    DEAD HARD | BORROWED TIME | IRON WILL | UNBREAKABLE

    IRON WILL | CIRCLE OF HEALING | DEAD HARD | BORROWED TIME

    UNBREAKABLE | DEAD HARD | BORROWED TIME | DECISIVE STRIKE

    BORROWED TIME | DECISIVE STRIKE | DEAD HARD | IRON WILL

    "get good", he says.

    Or I can make the dude die and drop the enemy team by 25%. 5head.

    Get better. Take your losses on the chin.

  • @WesCravenFan said:

    I don't care how fast my Killer is. If my options are secure my kill, or let you get a free unhook while I get juiced by meta perks for the next two minutes, I know which choice I am making.

    Not everyone runs META perks dude. And if you're getting juiced, get good. Barring dead hard. You can't beat that one.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/314865/camping-with-high-mobility-killers

    I'll answer this with an anecdote.

    When I first started out, I camped on basically everyone. I didn't realize that it was considered cheesy - it just struck me as an effective tactic. Which it is.

    A lot of the time, killers get frustrated at being looped to pieces and so they resort to camping.

    I'm not arguing against that here. I'm just asking why they would come in with a mobile killer, if they know they're going to resort to camping.

  • @Cetren said:

    Low confidence in your ability to actually use your ability.

    Or if the exit gates are powered and you don't know if you'll be able to grind through all of the next chance perks before the reach the gate if you leave.

    Thank you. That's fair enough. I get camping at 0 gens, I'm referring to mostly 2-3 gens left.

  • I think its because most speak French as their first language. Game is in english, most of the devs use french, causes translation issues.

  • This is a whacked out comment because some how you've managed to completely accurate while not being fully correct. Base Kit Myers isn't that strong, one could even argue that he's one of the weakest in the entire game. However, he probably has some of, if not the most power swing heavy add-ons in the game. Being able to Mori Survivors on contact, permanently expose them, or having wall hacks on demand are quite enviable for the rest of the cast. It is very strange.


  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856707#Comment_2856707

    Eruption: You can't kick a gen and activate it if the gen is already regressing due to Ruin, so it has no synergy with it. It does however gain synergy with Oppression which will start regression on up to 3 other gens the moment you kick one, so Eruption will trigger on all of the ones that actually start regressing and aren't being currently repaired. This may seem like a significant advantage, but lets be real... Erupt only does 6% damage upon downing a survivor, which takes about 4.5 seconds for a survivor to repair, so it's really not that big of a buff tbh.

    Oppression: Definitely needs a no cooldown tbh, Any decent survivor can nail that supposedly "Difficult" skill check, and it doesn't even add any other damage to progress when it activates, or speed up the regression process. If Call of Brine paired with it and you could get 4 gens regressing at 200%, that would be different and make it definitely worthy of having an 80 second cooldown, but it doesn't, so seriously... why does it even need a cooldown?

    Insidious: (seriously why do you have a thing against adding ion or iuos to the end of words? 😋) Of course it can still be used for camping... but unlike it's current version, my altered one gives it more function than just camping. In all honesty, if a killer still uses it to camp a hook, then they are using it wrong! Which is kinda why I suggested the change in the first place: to make it more of a functional stealth perk, and less of a perk whose sole purpose is to camp.

    I'm glad you like my ideas otherwise, and hope you don't see this response as any kind of attack, but more of an explanation to my madness. 🤗

    Erupt: I didn't have an issue with eruption. I don't have an issue with the percent, if anything, that can be increased. But the 32 seconds of incap makes it really easy to chain slug once a person is dead. I was mostly saying that the perk still reads more like surveillance than what you intend for it to say.

    Insid: I do appreciate its new use, just wish that it would be harder to use for camping and had ways of circumventing it.

    CC: Your basis for Plauge is that survivors can either constantly give off their location, or cleanse, which is the same conditions as her ultra rare. Which was nerfed rather recently. Spending time injured is often not a choice.

  • SFTS: YES

    Erupt: Yes, though you may need to clarify the wording because it does read like it just works with ruin. Also, that's far too long on the incapacitated, as incapacitated also prevents healing. And healing people from the dying state.

    Surge: YES

    Oppress: Yes, it needs a lower cooldown. In fact, most of the perks in the game would see their usage go up if their cooldowns were 20-33% shorter.

    FU: YES

    Insid: I still don't see how it can't be used for camping, as Chase doesn't start until you move.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855735#Comment_2855735

    Now, Imagine Hex: Powerless Pairing with Pentimento... you'll get the idea, otherwise, its still a great way to suddenly remove totems from the equation entirely so that neither the killer or the survivors can have their advantage.

    I don't see why Carrion Craving should take longer, as at most, it takes a survivor, especially in the current meta, only 16 seconds to heal, or 32 if there's no CoH in play and they are using Self Care. 40 seconds seems like plenty of time to me, also, it takes 3 crows harassing a survivor to start giving them away via audio and visual queue to the killer. All this does is shorten the time by 20 seconds to start acquiring crows, and require that the survivor remains injured instead of just holding still. Currently crows start harassing a still survivor within 60 seconds, and the killer only gets a notification of a still survivor after 100 seconds have passed. This simply reduces all that by 20 seconds overall, and makes it apply to survivors who stay injured for 40/60/80 seconds. Sure there are Perks or Add-ons that the killer can provide to slow down healing or keep survivors in the injured state for longer amounts of time, but overall, it'll be very rare that a survivor remains injured to the point of acquiring 3 crows and a constant visual/audio notification of their location. The only Caveat being that, the more the killer kills or puts on their last hook, the less time it takes for the crows to start harassing them while they are injured or standing still. This makes it a great late game perk, but not so good for an early game one, and is still easily defeated as long as survivors persist in being healthy.

    Is circle of Healing BS? Yes. But its not every match. And it stacking in power later with kills and injuries on makes it so there isn't really a way to reset once the team is on the back foot. You're not accounting for time injured in chase. Meaning someone can easily gain a crow or 2 with your current metric while still being chased.

    If this only accounts for time injured outside of chase, then the numbers are fine, just doesn't need the acceleration aspect of the perk.

  • @CrazyClaire said:

    In my opinion the Devs could change the Blight addons a little bit since they are let's say "Wrong" for some players and here are some changes:

    Vigo's journal: Gain unetectable status during a Rushing, increases undetectable time by 5 seconds for each token used.

    Summoning Stone: Hitting a survivor during a rushing will call the entity to block windows, generators, totems and exit gates within 15 meters for 16 seconds.

    Soul chemical: After slam within 16 meters of a survivor, it will trigger a tremendously difficult skill check in the following actions heal, sabotage and repair if you miss the skill check you will lose 5% of your progress

    Alchemist's ring: after hitting a survivor while Blighted Corruption is charging it will increase its cooldown by 10%, if it hits during rushing the cooldown will be 15%.

    Iridescent Bright Tag: Hitting a survivor on your penultimate token will apply Incapacitated for 45 seconds, Haemorrhage and mangled status until they heal, hitting a survivor on your last token in addition to applying the effects will instantly knock them down.

    I hope you like these ideas!

    VJ: Not sure why this needs this, but the undetectable lasting a short time after the rush could be nice to have.

    SS: That seems to be an unnecessary amount of buff. It's could be buffed to the same level of Blood Favor, along the lines of 24 meters or 32 meters.

    Soul Chemical: Sabotage doesn't have skill checks anymore, and skill checks always lose at least 10%.

    AR: So it charges slower if you hit with a basic attack, but charges faster if you hit with the rush? Interesting but you may need to compare it to the charge speed of Adrenaline Vial and the Shredded notes, to see how the numbers compare.

    IBT: The add-on doesn't need a buff. It's fine as it is.

    Surprised you're you only touched higher level add-ons, and didn't touch Placebo Tablet, Compound 7, and Chipped Monocle.

  • @TWiXT said:

    Hex: Powerless

    A Hex rooting itself in removing anything that tips the scales in favor of either side from the equation. If a Hex or Dull totem is blessed or cleansed by survivors, up to 2/3/4 Totems on the map are immediately cleansed, along with one that the survivors just Blessed or Cleansed. Dull totems take priority over Hexed Totems. If Hex: Powerless itself is Cleansed or Blessed, it has no effect.

    Carrion Craving:

    As the the trial grounds begin to reek of death or fresh blood, the Entity's minions become impatient. Crows begin Harassing Injured survivors every 40 seconds they remain in the injured state. For every survivor in the Injured State, on their 2nd hook phase, or Dead/Sacrificed, The crows in the trial grounds take 10/15/25% less time to begin harassing all remaining Injured, or Stationary/Hiding survivors.

    IDK, What do you guys think? Would you use these perks? Any and all creative criticism is welcome!

    So Hex: Powerless can remove all 5 totems in one fell swoop? It sounds like tier 3 breaks all other totems upon breaking. If so, it sounds like a different take on Hex: Thrill of the Hunt. This isn't actually a bad thing, and your version is actually pretty clever.

    Carrion Craving: Probably should take longer, as this makes it quite easy to track injured survivors, right off of hook should you choose to tunnel them. Might need to be simplified to the "AFK" Crowns accumulating on Injured Survivors every 80/70/60 seconds of being injured. The harassment of the injured survivors isn't a bad idea, but the snowball factor seems unnecessary.

  • Is the issue you're having that Survivors are all spawning separately, or that Survivors spawning onto gens. Because it's pretty hard for Survivors to not spawn near generators at the start of the match. If its the former, yeah, that part can be a bit BS.

  • @Sylhiri said:

    I've only gotten 200 hours but I decided to binge it lately after a long break. Not super impressed with how the game turned out. It's either dedicated focused tunneling or facecamping until death and both scenarios are just...boring. You can bring BT or DS but that really doesn't do much since the killers focus hard on you regardless. I don't get to use most of my perks or use interesting perk combos.

    I think the frustration kinda reached the end point and I'll end up taking a break again. I really hope the game gets better in the future because it wasn't this bad. It never used to happen every. single. game.

    Sorry to hear about that. But appreciate you chipping in. Yeah, take that break, the game isn't super kind at this time.

  • @Dustin said:

    A lot of people aren't taking you seriously but part of me actually is thinking about this too. In a way it's comparable to the hatch standoff.

    Not sure I'd do away with the feature but interesting spin on the topic to be fair.

    Thanks for pointing out the parallel to the old hatch standoff. Its actually one of the major reasons why I made the thread. I tried making the question more neutral, but I guess I failed on that aspect. I thought they didn't like face camping because of the talk about making Borrowed Time base kit, but I must have misremembered.

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