CharlieChatBox
CharlieChatBox
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2846893#Comment_2846893
There is absolutely nothing gray area about it.
The Killer is trying to do his objective. You came in with the precise goal of avoiding yours JUST to troll him.
BULLY. SQUAD.
That... isn't how that works. Preventing gens is his objective. Doing gens is yours. Killing survs is a plus, preventing sacs isn't 'just' trolling. Can it be done to troll? Yeah. Just about anything to the extreme can be understood as trolling. A Hook sabo to prevent a scourge after a long carry isn't trolling. Multiple Hook sabo and body blocks to prevent a kill isn't trolling.
In other words, you alright?
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This frankly sounds miserable to work against, especially if the totem is upstairs. It runs into the same issues as Boons do.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2846948#Comment_2846948
Yes, if your sole purpose is to go into a match to try upset someone you are being a bully. If that’s not being a bully, I don’t know what is. I’ll make this clear that I’m not saying everyone who plays like this has bad intentions. if the killer is holding their own that’s one thing but if you can see the killer is trying and failing miserably maybe step back and do gens.
Fair take.
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Hag is indeed a really fun killer to go against when you're looping, and having to path around their traps.
Then they trap your hook.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2845975#Comment_2845975
“Also, a sabo squad isn't a bully squad. They're having fun. They're trying to do other stuff than just gens and looping.”
Yeah, but for people like this usually their idea of “fun” is to make the killer as miserable as possible. To me that’s being a bully.
Is it? How many of them are actually malicious? Sabo only lasts for 45 seconds at most. Then again, this difference is because we disagree on what makes a bully.
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I'm seeing a lot of numbers here, and the 0.15+0.45 for an 18 meter shot doesn't seem too bad.
Unfortunately, we're not accounting for ping. At 60ms ping, it's not too bad, only 0.04 seconds of a difference. If you have a higher ping, like 150, you might entirely miss the Deathslinger pulling up his gun to fire before the harpoon is in you. Ping is a factor, and some people don't have a choice on their ping.
Was he probably over nerfed? Yeah. He does feel pretty bad to play. Almost as bad as Hillbilly.
But giving him back his quickscope probably isn't the play. Faster projectile, faster camera ADS movement, and longer range would do loads to make him feel better. And being able to ADS without a bullet.
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What happened? BT became no longer Terror Radius dependent.
And if you wanted to play clown, you can just play clown.
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Game is actually kind of fun. MMR just has a lot of match whiplash. You'll 'win' one match, then immediately get cratered the next. Sometimes its just whether the map is good for the killer or not. Or if there's boons. Or if you get tilted.
Funny enough, I don't think toxicity is on the rise that much. It can just sometimes feel worse, because tunneling/booning 2nd story totems are the optimal choice most often. It usually isn't personal. So that's nice. I think. It just happens more often.
Boons are pretty newish in the META, but other than that, its mostly the same pool of 30 perks (cumulative), depending on Killer or Survivor.
Hope you enjoy yourself.
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COH: The only perk that causes Killer to be afflicted by the Exhaustion Status Effect IRL.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2845975#Comment_2845975
Deliberately making it so the Killer can't play is absolutely a bully squad.
Being unable to hook =/= being unable to play. It is admittedly close to a gray zone, if the entire team stops progressing the game in order to stall you, but sometimes, that can be the right play to do from a team. Toolboxes eventually run out. I draw the line when the resource is renewable/effectively infinite. Though I would be happy to spend time hashing out exactly where this line should be drawn.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2840685#Comment_2840685
If we want to be extremely accurate. It's not really MMR as much as the idea that kills/escapes is all that matters and the poor balancing at higher mmr turning the game into a really stale mess.
It's simpler to say MMR, but it's more the symptoms of the problem rather than being the direct issue. The only reason why people remember the game being better before MMR is because old matchmaking was more random than putting people of equal skill together. It was easy for someone with a ton of hours to go on high win streaks, because often they weren't getting matched of people at their own skill level.
But there's also the issue of the devs adding MMR than ignoring the complaints of players who aren't enjoying mmr games due how the most efficient way to play is not engaging. Killers can't afford to commit to chases survivors so they either resort to tunneling/camping or play killers who practically ignore loops. This leads to survivors complaining how unfun the game is and in return they rush gens out so they can move onto the next game and killers complain the game is unfun because they have no time to do much. You have both sides playing aggressively to complete their objective as quickly as possible and no one is really enjoying themselves anymore.
Agreed. I either have a failing memory, or that I'm being bleed out, tunneled, or camped more often with MMR than before MMR, even if I am escaping more often. I don't care if I die, I care that I'm being allowed to play the game I paid for.
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Even if you just do the gens, it doesn't change their behavior. They still won, because they still got the kill. And for some, getting that kill or shitting on that other guy's fun is all that matters. Unfortunately, unless you make it literally impossible, people will camp. People are not rational, and input x does not result in input y with most people. Spite is incredible. We saw the lengths people were willing to go to back when Hatch standoffs were a thing.
Only way to win the game with these kinds of people is to not play.
Also, a sabo squad isn't a bully squad. They're having fun. They're trying to do other stuff than just gens and looping.
Its to another level when they stop doing gens to abuse structures (and most likely, boons), and all you can do is struggle against it or disconnect.
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BT unfortunately (somehow) can still be abused. Because the endurance doesn't go away when they work on generators. Meaning you can return at the 10 second mark, and hit them to try getting them off of the gen, and it'll still pop in your face, and you still have their exhaustion perk to work off of. Because if they're doing that ######### with the BT, they have an exhaustion perk. Not as bad as DS from a few months ago, but still incredibly annoying to try to work against.
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Twins still have a few bugs that allow you to camp victor near the hook to camp with, and he's very able to go on a slugfest if people don't heal up. However, if people pair up or if a single boon goes up, you're effectively knee capped. Funny enough, people pairing up and conjoining at the hip actually makes Victor downing someone sort of pointless if you can pick up your buddy fast enough.
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RPD by itself isn't actually too bad. It can be pretty fun, and allows for some interesting dynamics with stealth killers.
If I hear a boon go up, that's a different story.
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Another issue is that the boon radii are cylinders instead of spheres. COH and other boons don't feel as oppressive to me personally on maps like Azarov's or MacMillan's. But on ######### like the Eyrie of Crows? That boon in the main tower, all pressure and attempts at doing anything evaporates. Literally, only viable option is to camp or just piss away any chances of winning. And camping is boring as all hell. If it was a sphere, maybe it would be harder to be at the edge of the area and able to heal themselves without having to get closer to the boon itself.
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2827867#Comment_2827867
I literally also said cool down lmao. I'm sure you won't be happy until the perk is trash tier tho
But also this. Boons going on a cooldown before they can be placed again should help mitigate some issues. Chipping away and not dumping every nerf under the sun at once might be the right play for boons and primarily COH.
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Face camped? Not often. Killer camping out at top of basement staircase? If gen count is greater than 2, no, if gen count < 2, then yes, camped and/or tunneled.
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@[Deleted User] said:
What do people mean by "They've been reported" do you get a notification when someone reports you or do you mean people make this threat in end game chat?
Well, when someone streaming does it, you can watch them report you in real time.
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@Emeal said:
People in this game often try to scare you when you wrong them in the game. Always listen to BHVR about the rules:
https://us.v-cdn.net/6030815/uploads/6PH0J538XHYX/image.png
Don't feel intimated just because the people who play this game, have a hard time accepting the rules and come to terms with it.
Thanks. Yeah, I've had a few TTVs try to claim I was speed hacking or exploiting when I'm trying to use a long wall against a bubba. Appreciate it.
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Hope: If it paused while on Hook or in the Dying state would be nice. Or if it stayed active until a gate was opened.
This is Not Happening: If it gave an additional bonus progression for Great Skill Checks while injured. And more skill checks while injured.
No One Left Behind: If it triggered after last Gen instead just endgame.
Lightweight: Scratch Marks fade 50/75/100% faster while not running.
Premonition: Either drop cooldown to 30/25/20 seconds, Or hide scratches and blood for 4 seconds upon trigger.
Slippery Meat: No scratches for 4/6/8 after unhook self/being unhooked.
Unrelenting: 5-10% buff to its numbers. Its nice, but not enough to use to partially mitigate Dead Hard.
Spies from the Shadows: Making it so you, the killer, no longer scare crows.
Monstrous Shrine: Rework to a Scourge Hook with Sabo protection. And allows Basement to count as Scourge. Look, I get its technically a rework, but increased sacrifice time and incentivizing basement camping ain't my jam.
Iron Grasp: Make its number even with Agitation and Boil Over. It doesn't match Agitation for distance you're able to carry them, and it no longer matches the Wiggle Effect of Boil Over.
Insidious: Making it last for a small amount of time after moving, but having it wear off if you stand still too long.
Thrill of the Hunt: Can I have my notifications back plz.
NoED: Can it just say Exposed once all gens are done instead of waiting for a hit? Rancor tells in advance, and I don't think people really have an issue with that perk.
Deerstalker: Recovery progression. Tell me who's trying to do Unbreakable.
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Can we just get rid of the snares and let him have the pallets base kit? Almo said that pallets have a higher kill rate anyways.
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Even then, unsure if the Undying nerf was taken in the right direction, since it is still the only hex that gives you information without informing the survivors. Will all other hexes, as soon as the effect affects the Survivor, they are told that they are Cursed, but Undying remains as the only Hex to not do so. Unless Blood Favor does the same, but it's still questionable if Blood Favor does something. Am I fine with how they chose to rework Undying? Yes. Am I completely okay with how it effectively is an I'm All Ears without a cooldown until its broken? Not really.
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As mentioned above, credit where credit is due on both of these changes. Would like to say that having DS deactivate from healing does, as others have mentioned, lead to concerns about other Survivors being able to disable your perk, as well as the fact that much of the Killer cast have instant downs or methods to gain exposed easily. Same goes for other Altruistic actions, like unhooking. There has been a consistent design choice in killer powers where unhooking is not disabled, even if healing is, which makes me question why the unhooking disables the perk in this situation. Additionally, unsure why opening Exit Gates does not disable the perk, and while it is consistent with Madness and Incapacitated, it does still make it so the Survivor can get grabbed off of the Gate, DS, open the gate, and still escape, even if you were not tunneling for the first 50 seconds after their unhook, but have no other choice than defend the gates at that point of the match.
On the Object of Obsession change, it does raise a few issues as well, since it is still free surveillance on killers like Trapper who already were heavily impacted by the perk, requires no input or action from the Survivor in order to benefit from it, and effectively nullifies mindgames at larger loops like jungle gyms, since both sides have accurate information on one another.
In short, good start, let DS have heals and unhooks but take away exit gates, and OoO probably needs another 20 minutes in the oven.
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A Dead Man's Switch is a trigger mechanism that activates upon releasing the switch or button instead of when the button is pressed. This is usually to ensure something triggers when the person is incapacitated or killed, hence the name, "Dead Man's Switch". In game, the effect triggers when a survivor lets go of a generator. Therefore, the generator is the switch, which triggers the effect, the blocking of the generator, when the switch is released. Hopefully this answers your question.
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“There are three kinds of lies: lies, damned lies, and statistics.” -Misattributed to Mark Twain.
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@CashelP14 Uh... your rework makes the perk basically worthless. You have no control over the perk. I get that your change does do what you said it does, but the changes I proposed does the 3 nerfs to swf teams, and the first buff. However, part of OoO that people wanted shut down is the free aura reading during chase when the Terror Radius is small, and your change does not make any changes to prevent that. Being able to have a free information makes it so the Killer cannot attempt to "mind game". Just how does this rework function better than the one I proposed?
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@Kind_Lemon If a perk can be abused, should it not be changed to where it cannot be abused? Your design still allows it to be abused. I understand where you are coming from, but you are not fixing the biggest issue with the perk. Additionally, the changes I suggested would be equally good for both SWF and Solo, making it so it's fair for both parties. Your version is still disproportionately stronger for SWF.
For the Freddy aspect, you need to look at the killer from time to time in order to loop them. There's no getting around it. Additionally, No Mither is another perk that should be heavily revised and reworked, and is not a model of balance.
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This is a verifiable wall of text. However, I will commend your effort.
Offerings: The mori changes are suitable, though I believe the visual of how many hooks are remaining should be baseline for all players.
Map changes: Ormond, sure works for me; Haddonfield, while I understand the changes, 8 meters is not that long, and upstairs generators are not that much of an issue to defend usually. The bigger issue is the balconies and the single staircases in most houses. Rest of the changes are agreeable; Azarov's, the length was not the biggest issue, the narrowness was. Making the middle section wider and making it easier to pass by makes it harder to have the 3 gen. Shortening it would simply make it easier to pressure for higher mobility killers; Mother's Dwelling, maybe not 30%, but definitely does need to be smaller; Midwhich, Yes; Shelter Woods, Yes; Rotten Fields, sure, maybe more than 15%. The other issue is having massive lines of sight on the killer, which may not be simply solved by slightly shrinking the map. Potentially more large obstructions in the field may help; Springwood, sure; Disturbed Ward, an issue with the map is also it's size and strange overall shape. Fixing that may help as well, instead of making the central building a death trap. Making only 1 entrance and exit to a location can make it so a Survivor is body blocked into a building, and because of this, buildings need multiple ways in or out.
Perks:
OoO rework proposition: As the Killer's Obsession, you and the Killer will see each other's Auras for 4 seconds at the beginning of the trial. Whenever the Killer begins to chase you, both yours and the Killer's Aura will be revealed to non-obsession Survivors for 4 seconds whenever you enter chase. Whenever you stun the Killer, all Survivors see their Aura for 3/4/5 seconds. If you are not the Obsession, you will see the Obsession's Aura whenever they are in chase. Whenever you heal or unhook the Obsession, you become the Obsession. Drastically Increases the odds of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
DS: Reduce timer to 20/25/30 seconds. This timer is paused while in chase. DS can be used multiple times in a trial. Beginning to cleanse or repair deactivates DS. Healing can be out of the Survivor's hands at times, and Healing is a side objective, taking away from doing main objectives. However, in your rework, you make it too finicky, which can be more harmful and make it useless at doing it's job. Do not agree the timer should be paused while on the floor, allows for abuse of Unbreakable DS still. This makes it more focused on anti-tunneling, without making it so the Survivor cannot attempt to help their team.
BT: I'm sorry but no. BT is effectively a band-aid fix to camping. As long as camping is in the game, BT needs to exist. BT also should not be a problem unless you're actively being body blocked by the unhooked or tunneling. In the former, wait the 15 seconds, and in the latter, don't. BT doesn't need changes.
Brutal Strength: Agree.
Discordance: Slight rework instead of a flipping of numbers. While 2 or more survivors are repairing a generator, the Generator's Aura is highlighted in Yellow until the number of survivor drops below 2. Receive a notification on the generator for every 30/25/20% is completed while the generator is highlighted. Same function of current Discordance, while giving more accurate information, and having the higher tiers as more valuable.
Enduring: Naw, leave it as is. Perk based stuns are fine.
NoED: I am going to need to disagree. This makes it so NoED becomes even more of a "Win because it is equipped". This is more unfair to survivors. Instead I am going to proposition that the way it activate stays the same, but instead has the effect of "2/3/4% increased movement speed for every Survivor remaining in the Trail. That is a 8/12/16% base movement speed increase for a killer that is behind, and much less so if they are not. Additionally, Survivors will not feel robbed for being instantly downed without a warning, as there is no longer an Exposed Status Effect. Additionally, the bonus speed will allow the killer to patrol the exit gates with more efficiency, and be stronger in all loops without being completely uncounterable by survivors attempting to protect one another.
Killer Powers:
Spirit: Agree with making the phasing sound a constant telegraph, even in terror radius. However, believe the whoosh should be limited to the current 24 meters of Spirit. A different stance for the Spirit while they are phasing could be interesting, but most of the other changes you suggested may not be necessary.
Myers: Allow the Shape to have their secondary ability bound to triggering the next level of Evil Within, instead of it sometimes accidentally triggering. Leave Tier 1 as slow, but even a 110% might be something to experiment. Additionally, maybe increase the speed of t3 to 120%, and have his increased vaulting speed have breaking tied to it, making it so t2 and t3 have a 5%/10% faster animation for both actions? Also, allow Evil Within to Regenerate in Survivors passively so he can't just run out of stalk.
Clown: The man does need buffs, so why not increase his base bottles to 6? Additionally, having a variable reload speed does make sense, however the numbers you have punish him for using all bottles at his disposal. Instead maybe a reload speed of 1/1.8/2.5/3.1/3.6/4/(4.3/4.5/4.6) seconds for 1/2/3/4/5/6 bottles missing (parenthesis for if the Clown is running both additional bottle add-ons). Maybe also increase duration and thickness of the bottled clouds themselves, making them more effective. Having a variable reload would make it so he does not need to have the reload upon hook effect.
Trapper: Agree with base kit carrying amount of 2 traps. However, instead of having to cross the map to pick up additional traps, giving up pressure, how about a 3.7 second channel where the Trapper assembles a new trap, up to a maximum of 8-12 traps on the map, varying due to add-ons. The time to release others can be increased, but a 1.5 may be too much of an increase. Maybe just 1 second, bumping it to 3 seconds? However, on the chance end, having a survivor escape first attempt can be infuriating, and being stuck in a trap for ages can also be disheartening. In order to being both extremes in, I suggest having the chance to escape the trap start very low, then ramp up with more attempts. Something akin to -5%/10%/25%/40%/55%/70%/85%/100%, making it so the first attempt is impossible, while the survivor will always escape by attempt 8. Additionally, having deep wounds applied to the Survivor if they escape by themselves may be beneficial as well. Maps are a bit puzzling, as they should still help with the traps, but maybe should have a smaller detection range for them.
Oni: He really doesn't need this. He does just fine with his current charge start up.
Freddy: Just get rid of the snares. I am aware that this is an unpopular opinion, but Slowdown should just be Clown's thing. I believe that Freddy should have access to more fake objects, such as fake breakable walls, chests, totems, gens, hooks, hatch, etc. This would also come with an increase in max token amount. Agree with reduced regeneration from 15% per sleeping survivor to 10%. I do believe that base sleep should be increased to 90 seconds, and the Clock should cause 120 seconds of no Sleep. The Clocks should also provide a partial insurance to Freddy as they require the Survivor to run across the map to receive them, and having them prevent an immediate sleep, and instead reduce the current remaining timer by 45 seconds, allows the Survivor to still have a BT save, even if the Freddy is camping.
Pig: I mean sure, not a fan, but got nothing else.
Wraith: Also think that his Green Shadow Dance should be made base kit. Flashlights can already be countered, so not sure why you're removing that aspect.
Demogorgon: Probably would not go and make it base kit, but instead of the current 92% speed while charging Shred, increasing it to 97%, and leaving Rat Liver at 102% speed should do fine. Similar to the changes they made with Pig and the Combat Straps.
Add-ons:
Oni: Agree with reducing Topknot, just maybe to 0.65 instead of 0.45. The Tear Soaked Tenugui is fine, as it reduces the penalty from a down by more than 50%. The passive charge is limited to 98% to make it so the Oni has to absorb blood to activate it, instead of being rewarded with one of the strongest abilities by being afk. For the last 2 add-ons, I agree that your absorption range should be increased when you have an increased detection range.
Huntress: yes to the exhaustion add-on Changes. For the Iri head, do think it can be changed to hits outside of 20 meters instantly down, and decreases maximum hatchets by 2. (A different Ultra rare can be downing a survivor with your hatchet give the Huntress 1 hatchet back, reduces your maximum hatchets by 2.)
Clown: With an increased reload speed, yes the reload add-ons can be readjusted, however, it may be better at 0.6 and 0.3 instead. Agree on the Pinky finger, disagree with the middle finger. The middle finger isn't that strong, and does not need the nerf. Agree with the Solvent Jug change.
Freddy: I just think snares are a bad idea. Disagree with making add-ons unable to stack. Together, they're only a 7% slowdown. For the chains, having them only affect sleeping survivors works just fine, and having them increase by 2% potency for every sleeping survivor works, as it's max 8%, if all 4 are sleeping, and with the strongest slowdown add-on, it's only 12%. With the changes to clocks, it'll be easier to avoid sleeping. Red Paint Brush can have it's increased time to fall asleep by 30 seconds, and keep it's current effect of everyone starts asleep with your proposed changes, and the Black Box can have 45 seconds faster for the Obsession to fall asleep, and make them unable to be woken by other survivors.
Myers: Tombstone piece, agree, but would require it to require less stalk for activation. However, do not have add-ons unable to stack. Infinite t3 is already really powerful. But t3 should move faster base kit.
Blood Amber: Agree.
Items:
Keys: Agree with a 2.5 second unlock animation, disagree with preventing more than one from escaping. The hatch won't spawn unless they already were going to escape or you've already killed someone. Skeleton Key duration can be reduced to 25, but Dull should be increased to 10.
Maps: somewhat disagree, but the range to detect traps should be heavily reduced. This is because Hooks are technically "Killer's Belongings" and can be useful to see in a sabo play.
Misc:
Hatch Grab: no.
Hook Counter: Yes.
Visual differences between items: Yes.
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@FeryGEN I am going to agree with you here. The activation of late game perks should be made consistent to the closing of the Hatch and/or the finishing of the last gen, instead of some perks activating after the last gen only, or only after the exit gates are open, etc, etc. This would buff quite a few survivor perks as well as killer perks, by making their activation consistent. Perks should be consistent, else you are running empty slots.
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Simpler solution for Remember Me: leave it at 4 seconds per token, increase max tokens to 4/5/6. Max 24 additional seconds for opening doors. Make it so the Obsession is not affected by Remember Me, and so the Obsession needs to continue being alive for Remember Me to be in effect. However, every time the Obsession touches the Exit Gate, it creates a notification for the Killer. This way, they either have to brute force the gate, giving even the slowest of Killers time to patrol both, or if they have the Obsession try to open it, the Killer immediately knows which gate they are on. This would make it one of the, if not the best Perk for guarding Gates, while not making it completely OP. Also, Wake Up and Leader are perks which heavily reduce the effectiveness of Remember Me, making it so both perks could see more use.
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@Bard I really should have dug for your post before making my own thread. Sorry. However, the change I suggested in my thread was:
OoO rework: As the Killer's Obsession, you and the Killer will see each other's Auras for 4 seconds at the beginning of the trial. Whenever the Killer begins to chase you, both yours and the Killer's Aura will be revealed to non-obsession Survivors for 4 seconds whenever you enter chase. Whenever you stun the Killer, all Survivors see their Aura for 3/4/5 seconds. If you are not the Obsession, you will see the Obsession's Aura whenever they are in chase. Whenever you heal or unhook the Obsession, you become the Obsession. Drastically Increases the odds of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
While I can see the use of yours, it is... a bit underwhelming, and really does not need the punishment. Cooldown, yes, as without it would allow a survivor to bob and weave on the fringes of the terror radius, imitating the current version. However, having it based on the terror radius leaves the Survivor with very little control of their own perk. Sorry, not a bad idea, but I don't think it passes muster.
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Trail of Torment: I understand your complaints. However, certain killers need their Terror Radius to be heard in order for their high mobility to be somewhat fair. Having the ability to cross maps with a minimal warning makes the perk require an easy way to turn off the undetectable. It also has a built in Surveillance on the singular generator. If you really need it buffed, you could have it so the generator needs to be worked on for a total of 4/6/8 seconds in order to fully deactivate the perk. Not sure how they would do that, but it would at least guarantee a few seconds instead of being instantly deactivated by a Blendette.
Forced Penance: Mentioned this in a different post, but I agree on the increased duration not meaning jack. However, instead of doing obliviousness or blindness which gets close to infringing on other perks, having it have an indefinite broken effect until the survivor goes down, and having an aura reveal for 4/5/6 seconds makes it so the killer can make a somewhat educated choice.
Blood Pact: I agree with the cooldown being BS. If anything, they should have made it's effects in line with Deathbound and it's 8/12/16 meters, making it so the effect would be present at all times within that range, without a cooldown. Though this may just be personal bias against hard cooldowns. However, I do think that the perk should have the effect of revealing your aura while injured if you are the Obsession instead of just becoming a dead slot.
Any Means Necessary: Disagree with the haste, Windows of Opportunity does this for you, and Resilience and Spine Chill do the last effect for you. However, do agree that it needs a buff. Potentially reducing the time to rest to 3.5 seconds could be a start, as well as making it so reset pallets provide a 50% longer stun time, making it so unsafe pallets can have value from being reset. For other buffs, I am not sure, but those buffs you suggested begin to become reminiscent of other perks.
For the People: An instant health state can be critical for undoing a killer's pressure. However I do agree that it is not worth the risk in most occasions. Potentially For the People could 'cleanse' the Survivor you are healing of many of their negative status effects, like Exhaustion, to help them escape. Another potential benefit it could have is making the Survivor you instantly heal leaves no scratches, blood, or makes noise, like a Babysitter upon heal for a few seconds.
Mindbreaker: I agree that it does need buffs. I do not agree with what you proposed. As a killer, you want them doing other things than healing, so punishing healing and cleansing does not make sense to me. However, I agree with making it so while repairing a generator at any % prevents the survivor from Exhaustion. Bumping the numbers to 8/12/16 seconds of Exhaustion, and making it so Exhaustion does not recover while working on a Generator, period, would definitely give the perk some use as a counter to exhaustion perks, while not being oppressive to survivors.
Cruel Limits: Do not make it so survivors have no options. That is neither fun or fair. This is why I believe that Cruel Limits should never block pallets if it is to specialize in blocking windows. Additionally, I do not believe you should have a free generator blocker on the next generator to pop just by equipping the perk. These would take away much of the Survivor's agency, and that is not fun or fair. However, it does need a buff, and as I suggested in a different thread, having Cruel Limits trigger it's 32 meter radius around the Gen and the Killer would be beneficial for the Killer, and help them in chase. Additionally, having it block all windows for 30 seconds when all generators are completed puts it in line with perks like Bitter Murmur. This could potentially be too powerful, but is worth trying, as it still allows players to use their pallets, while still giving the perk a solid identity and use.
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@Kind_Lemon Killers like Hag and Trapper don't like OoO users because they make them unable to play. Having effectively free information to spread to teammates is a major issue of OoO, and why I mention how it has shown its age over time. While having 7% slowdown could be interesting, on principle, you should not be messing with speed, and it makes it so while you're a sleep against Freddy, trying to loop him, you're just constantly slowed by 7% due to the obliviousness. This change is because of SWF, while still keeping it useful. (I get that you said ignoring SWF, but it is simply too ingrained in standard play to ignore it.) I understand wanting to evade the killer, but there are other perks for that, and the potential for abuse, even with your changes, are greater than the potential uses for solo players. Also, Sole Survivor definitely needs a comprehensive rework at the moment, as it is useless unless you're going all in with Object and Sole Survivor.
Thank you for your suggestions, but I do not think they will make the perk fair. Fairer, maybe, but not fair, and not fix its biggest issues.
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BT: Why. The perk itself is not really an issue, and only is an issue when DS is abused. Making it so after going for a "tunnel" after hitting the survivor off of the hook disables BT on both survivors just encourages hitting the survivor who got off hook in order to allow you to quickly down the next survivor off hook. Makes it very difficult, if not impossible for Survivors to come back from a disadvantage position.
CL: What? What do you even mean by this? You mean after every gen the nearest 3 windows are blocked? That does not help, and may not be any better than the current effect. If anything it should apply the 32 meter window blocker around both the gen and the killer for the 30 second duration, and then for 30 seconds after all gens completed, block all windows, making it akin to Bitter Murmur.
IF: Why? Calm Spirit exists as a hard counter to this perk. If anything more perks should have their cooldowns removed, not have cooldowns given to perks. I understand the struggle of being slugged, however, many killers cannot and do not have the mobility or the power to slowdown the game, and slugging is one of the few ways that people can gain pressure.
Solidarity: This, but also allow Solidarity and Autodiadact to be used with medkits.
Dead Man's Switch: What if instead it just was no longer an obsession perk. And just activated everytime you hooked any Survivor. Blocking gens does not allow regression, and while annoying, is in place for good reason.
Zanshin Tactics. While helpful, a 4 second aura reveal for every interaction makes it just a better I'm All Ears. If it was an Aura reveal only while they're interacting with the highlighted object, it would still be a substantial buff, while keeping I'm All Ear's use intact.
Lucky Break: Good idea.
Forced Penance: On principle, don't mess with speed. This game is super finicky when it comes to speed. However an indefinite Broken until downed after a protection hit, with an aura reveal for 4/5/6 seconds after hitting a survivor when they protect another would be interesting, because then you have the choice of nailing the survivor they protected, and knowing where the broken survivor went for later, or committing to the broken survivor, having some early knowledge on them during chase.
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A QOL buff for it could be where it would save while you are on the hook like Adrenaline, instead of being burnt while your buddies slam gens. That would be a convenient QOL change for it, and help it be somewhat useful if the killer is near you after being unhooked. Just a thought.
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The issue with Deathslinger and PHead was that they were too strong in chase, but had no map mobility. People had issues with that. So they made a killer that is weaker in chase, but has map mobility. Now people are complaining he's too weak. No wonder why they don't listen to us on game balance.
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@KGBSpy Think this should be moved to the Community : Share Your Work : Creations Tab. That's where chapter concepts go.
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So... because you could run the killer for some time, now you get to run the killer some more, even though they actually downed you? Also, chase in this game is wonky as all tarnation. Since it doesn't have a duration, that makes it so the killer has to leave you slugged for the 4 minutes, since they cannot pick you up if your DS is active. Lastly, that sort of makes DS no longer viable to do what it does best when its not being used from a locker: discouraging tunneling. Your changes are reminiscent of the old DS, which was a terribly designed perk. Does DS probably need some changes? Yeah, but at the moment, nothing discourages tunneling as well as DS, and people play efficiently.
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Bill as L4D Smoker. Or Tank. Either or.
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Question about the add-ons that increase stitching kit amount: does it set to the higher number. For example, when you take both the Dirty Gauze and the Crate of Instruments, do you have 5 or 9 stitching kits. If it’s 5, then why does Dirty Gauze’s additional kit just stop existing? Thank you for your time.
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@liamm1212 said:
did you write this?
Yes. I wouldn’t post it if I didn’t write it.
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Seems pretty interesting, and I think you did a pretty good job so far, just a couple things:
Critical extortion: not sure why you have the totem cleanse itself. Also, may be too powerful if you keep stacks. Finally, what gives the survivor the 'hexed' effect and lets them know that this totem is effecting their generator.
Mechanical Manipulation: Seems like a stronger Surveillance. With Wraith's Ultra rare All-seeing add-on built into it.
The No Evils: Some of these are reminiscent of other killers, but are different enough to be its own thing. One problem I see is that many of the add-ons cannot stack, and that with the way that the deafness and blindness come into effect, it can quickly become not fun (ie a considerably increase in effect of blindness and deafness and permanent). Another is that if you have a long duration of deafness, (or permanent with certain add-ons) then there is no way to defuse the hear no evil boxes. You also did not explain what the boxes look like when placed. Otherwise, the effects, especially solo, interesting.
Discipline: this makes skill checks larger by 40%, and great skill checks give 10% more progress, which is larger than most other perks and add-ons. This and the fact that you'd really only lose 2 stacks per chase max, and the killer is not tunneling, you'd have 5 stacks almost all game. The 40% larger skill check makes it easier to get the additional 10% progress stacked with the progress gained from great skill checks anyways. This perk probably needs to be looked into somewhat.
Sacrificial Lamb: only problem I see is that this can lead to some really heavy adrenaline plays.
The rest look pretty fine, and the lore is solid. Overall, pretty good chapter.