ChiTenshi
ChiTenshi
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- ChiTenshi
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Comments
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@Mushwin said:
When the fun stops. Stop.
On another note, the tomes do not have to be played, it's optional you don't have to do it.
They're mandatory if you want a chance at completing the Rift.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/834201#Comment_834201
A rework could work, but this could also work and won't require an overhaul to the perk.
The question is, what would that change be? Giving it restrictions and such is nice... but restricting a perk that requires you to stand still is a feat that isn't... the easiest to achieve... especially on a perk that's already considered to be in the niche to Low-Tier category.
Some examples like the below:
- While in a Chase, you can unlock your stealth ability. When a Survivor loses sight of you, your Terror Radius drops to 0 meters for X/Y/Z seconds
- While in a Chase, you Terror Radius decreases over time by 2/4/6 metres per second until it hits 0, you hit the Survivor or you interact with something
- While in a Chase, you can unlock your stealth ability. When a Survivor loses sight of you, your Terror Radius remains in the location you were last saw for X/Y/Z seconds
Keep the stealth concept, just rework how it triggers and functions.
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Insidious is a perk designed to catch Survivors off-guard, provide Killers an opportunity to be sneaky (with varying degrees of success). I think the same goal should be sought rather than turning the perk on it's head.
I think the best way to approach this is to look at a perk that achieves a similar goal, Dark Devotion. Whilst it is a mid-tier perk, it achieves it's goal and provides Killers the potential to sneak up on Survivors by using mind-game mechanics. It's power requires certain triggers and has several restrictions, but it's function is fun and can be sensibly built around.
If we look to incorporate something similar to Insidious, make it more flexible to use (possibly in a chase) but with limits/restrictions (duration, who it effects, etc), players can achieve their goal of surprising Survivors without the match devolving into stagnant play-styles.
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Pretty much all of the above to a suitable degree.
The vagueness doesn't help with this poll.
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@JakeLovesHuntress said:
https://forum.deadbydaylight.com/en/discussion/comment/832029#Comment_832029
There was no point in having ds on my build, because I didn't get to use it. So yeah I have a right to be frustrated in that case ha
There are many times where I have or have witnessed someone not get the opportunity to use a perk.
It's not a valid reason to disconnect, but it's something to do if you want to make yourself look vulnerable to trolls.
I recommend to not do it and to not feed those who thrive on the negative emotion of others.
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Spirit for the wrong reasons.
Huntress for the right reasons.
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I'm happy with how some of them work, but the power variance between them is too great so a simple answer isn't valid.
Perks such as Devour Hope, Thrill of the Hunt and Haunted Grounds work very well with the current system; whereas perks such as Huntress Lullaby and The Third Seal suffer too much.
[Ruin and NOED are too controversial to talk about so I'm ignoring those atm]
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Would have to go with Generators.
Team-mates vary from match to match; the quality of their game-play and their compliance to work with others normally dictates whether or not I save them. They can miss skill-checks and have questionable judgement, but as long as they're willing to try to help I'm willing to unhook them and give them another chance.
If a Survivor unhooks me right near the Killer, doesn't help in the situation (distracting, healing, etc) and proceeds to ignore me whilst working on a gen, I know they just farmed me for points and I'm not likely to save them purely out of spite. Unfortunately, I've been experiencing this too much to consider Survivors more important atm.
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I think I have a better approach to this goal:
- A random Pool of Devotion becomes corrupted passively after X time (assume 1 minute). The timer for this will only start when a minimum of 1 Survivor is Infected (when no Survivors are Infected, the timer is paused
- The timer runs faster with each additional Survivor that becomes Infected
- Addons can be added/tweaked to affect the above which can lead to more varied game-play
Survivors now have to weigh up the options of whether to cleanse themselves and have both health states to endure in a chase, or risk the Plague coming along and downing them once a Pool of Devotion becomes corrupted.
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/811910#Comment_811910
No i didnt. For those people it doesnt even make sense if you play spirit "fair" or as a meme.
I got reported and flamed for playing Mad Grit Bubba so often just because they dont know, what this perk does.
I'm confused.... what is your goal here?
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/811900#Comment_811900
If your goal is to force nerfs (hello legion), it doesnt matter how the unfun killer is played.
I think you misinterpreted my comment. I was laughing at how petty some Survivors were by DCing against a Killer not even using their power.
I have no goal in this discussion.
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@shards said:
They are playing spirit xD?
Playing Spirit with a Chainsaw you say?
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@Rinthespooki said:
https://forum.deadbydaylight.com/en/discussion/comment/811842#Comment_811842
https://us.v-cdn.net/6030815/uploads/359/H3VJQ4D97NWI.png
Before i began, i made a rule to not use spirit's power during a chase (only use it if have to travel quick distances) and that i can only use either no addons or addons that increase the passive frequency (barely does something imo soo don't rely on the passive)
Match went normal but after downing the nea a second time (she was already hooked once) she dc'd. Same goes for this jane that just dc'd after the chase.
Other nea died on the hook, and i hooked bill during EGC (because challenge).
Hahaha. Honestly, who DCs against a Killer not using their power? It's fairly easy to maintain a long chase before you meet your demise. Hope, you and the other Survivors experienced better matches after that.
Looks like the Bill is suffocating to death (but probably still enjoying it).
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It's relatively weak but feels unfair to play with/against.
- Survivors hate the surprise one-hit down after cleaning 3/4 totems.
- Killers hate playing with 3 perks until the very last few minutes of the match.
It should be providing more power to the Killer and dropping more hints for the Survivors.
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@Rinthespooki said:
https://forum.deadbydaylight.com/en/discussion/comment/811836#Comment_811836
I can explain one i had yesterday if you want (with a screenshot included)
Please do :)
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@OswinOsgood said:
https://forum.deadbydaylight.com/en/discussion/comment/811831#Comment_811831
Yeah i know sometimes stealth is hard because its a big open map or what not, i just personally dont see it if at all maybe platform and rank can change that though :)
What Platform do you play on?
What Rank are you?
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@Rinthespooki said:
Im currently going on m1 only spirit run and i still find survivors dc'ing even when i dont use the power for a chase.
Can you record your matches? Would love a good laugh.
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/811682#Comment_811682
Well they werent wrong.
You're right, they were slightly wrong.
A lot of players, regardless of the platform, voted The Spirit as not being fun to play against. However, console players voted her as being easy to counter-play. It was mostly PC players that voted her to not be easy, which shows the big difference between PC and Console Killers.
I'm wondering if a possible course of action would be separating Killer stats/changes/etc between PC and Console so both can be balanced towards their separate player-bases, rather than balancing a Killer in one and destroying them in another.
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@Rin_is_my_waifu said:
I can foresee the final result
SpIRiT iS UnFun aND HaS nO cOuNtErPlAy. PlZ nErF
That's very assumptive of you.
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The First Power sounds interesting and fuels an adrenaline filled chase.
The Second Power I am not so keen on. I feel this will encourage tunnelling, and makes it near impossible to escape when injured (depending on how the 'scent trails' work).
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/811556#Comment_811556
If you can't trust BHVR then just stop playing the game.
You are the type of person who doesn't believe anything BHVR says. They could say "Nurse is the strongest killer" and you wouldn't believe it if it didn't fit your narrative.
30% is a number someone just pulled out of his butt somewhere. And you believe that random person over BHVR, who actually knows the score?
Look, if you don't like what BHVR says and does the answer is simple: stop playing their games, stop buying their games, stop telling your friends to play their games, stop buying DLC, stop buying Auric Cells. Let your wallet do the talking.
That's where it hurts.
BHVR (or any company) are not going to panic if 1 player leaves the game.
Now publicly stating your opinion/argument and gaining traction for it, that's a different story.
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My favourite Survivor Build:
- Babysitter
- Distortion
- Aftercare
- Urban Evasion
Stealthy unhooks and unlimited bond
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Care though, he can be detected via Spine Chill and Premonition.
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What annoys me are Survivors that Hook Suicide. It's such a selfish action that costs your teammates the potential to survive, and all because you don't like how the match is going or because it's against a particular Killer.
It's the same as disconnecting, the only difference is the Killer gets some points and the Survivor doesn't get banned (despite the fact they're pretty much helped the Killer towards a 4K situation).
Bonus points if a SWF group all commit Hook Suicide, 'If one friend isn't having fun and kills themselves, I better do the same so we can move onto a new game'. Yes, let's add more salt to the wound.
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@Blueberry said:
"staying injured is risky as all hell"
It's actually the complete opposite. Staying injured isn't dangerous enough right now. It's the reason people don't heal at rank 1 and just gen rush.
Plague Counter-play 101
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I wonder if it's possible for a discussion based on The Spirit to not devolve into pointless rambles, snide remarks, questioning someone's skill levels or simply BOLD, BETTER USE BOLD.
Would love to see a constructive discussion about her one-day.
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I don't see what the issue is here. Either the Killer spends too much time with the downed Survivor, so the other Survivor can do gens/gates and escape. Or the Killer spends time looking for the other Survivor, and the other Survivor can either heal the downed Survivor or will get caught by the Killer.
The only time we should consider frowning on slugging is if the Killer delays the last Survivor bleed-out timer by continuously picking him up then downing him again, extremely toxic behaviour.
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I think the thing that makes Hex:Ruin annoying is the amount of RNG around it. When you have a:
- RNG number of skill-checks a Survivor may get when fixing a generator (ranges from '2' to '1 too ######### many')
- RNG totem placement which affects whether it lasts 10 seconds or the entire match
- RNG chances that your teammates are skilled enough to hit the Great Skill Check or slog the gen progress by simply hitting Good Skill Checks
- RNG chances that your teammates power through gens or spend '30 minutes' looking for a single Hex Totem
If the perk wasn't so all over the place with values and was consistent, then people wouldn't be as annoyed playing against it.
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@Entity_Burger said:
https://forum.deadbydaylight.com/en/discussion/comment/808313#Comment_808313
Imagine calling Ruin users sore losers while Survivors have Adren, D.Strike, Borrowed Time, Camaraderie, Deliverance, Inner Strength, Second Wind, Solidarity...And those are just second chance perks.
Nevermind all the ones that give Survivors increased running speed to go from pallet to pallet.
But sure, Killers are sore losers for trying to fight back in the 4 minute genrush meta. How dare Killers use ONE freaking perk while Survivors have literally more second-chance perk choices than they can use at once.
Hypocrite much?
Folks, we got it here.
A player saying Camaraderie is annoying to play against.
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Time to burn the sage then
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Spine Chill a must have.
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I mean, there is a challenge for that so....
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I've encountered 2 matches where 2 of my team-mates just straight up DC before they hooked (first hook) to prevent the event hook. Best part? Both times against Legion.
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I understand that some of these need to be challenges, become increasingly difficult to achieve to obtain a high quality reward.
But some of these challenges don't really challenge the player and lean more against RNG.
- Dark Senses, Plunder King, and Last Minute Hero have a high expectation that your team are either useless or too busy playing Ring around the Roses with the Killer.
- One for Each and Six Feet Under have a high expectation that the Survivors you're playing against are brain-dead
- These challenges are even more ridiculous when you take into consideration Red Ranks
These challenges need to be tweaked so they're not luck-related with the matchmaking and are achievable to the player in most matches (regardless of who you're matched with and who the Killer is).
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I don't mind 45 seconds cool-down but it should have additional ways to charge. Examples:
- It innately charges but at a slower rate (90 seconds)
- Helping a Survivor (healing/unhooking/etc) charges the perk
- You begin the trial with a full charge
Anything like the above which helps encourage more frequent use of the perk to create distractions and not simply as a tool for extremely desperate situations.
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I feel like he's already pretty viable. He's not Spirit level viable, but he's far from being dead-in-the-gutter (Cannibal) level viable.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/794772#Comment_794772
Cant unhook ppl using telekinetic powers
True, but same could be said for Killers that cha-cha slide to hook someone XD
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/794738#Comment_794738
Gotta pretty much hug the hook and collide with the survivor.
Detection range for unhooking might need looking into as well then if you need to be touching them to unhook XD
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@thenegativone said:
Heal and unhook are separate buttons...
Heal with item, yes.
Self-heal or healing someone else, no.
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@LordGlint said:
Sounds like you were either at a weird angle from the hook or werent close enough to it.Also...self care...-hiss- jk
Would understand if I was a metre away, but when I have this happen 1cm from the hooked person it feels like a joke
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This, and pretty much most other anti-gen perks do a better job one way or another.
There are situations that do allow it to excel and be better than the other perks, but these are few and far between.
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Pre-Rework Freddy
Worst Killer at the time and his personal perks provide little/no help. The delay in sleep transition made it a chore to hit Survivors, Survivors in the dream world only suffered minor de-buffs (nothing else), and amongst higher ranks, being an M1 Killer with no effective way to catch-up is truly awful.
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No Hag?
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@MysticAdvisor said:
https://forum.deadbydaylight.com/en/discussion/comment/775928#Comment_775928
I see that, if you could make a change what would you make?
If a generator requires parts, they should be added to the gen before the gen is allowed to be worked on. The Killer should not be able to remove the parts (unless they have a perk allowing them to), however the Killer's can see where the parts are (maybe with certain restrictions).
I would expand on the parts and potentially have them found in lockers, totems, the basement, make certain game mechanics have more impact and potential objectives.
I would recommend sticking to 1 of the 2 skill-check formats: standard or high difficulty hit (see DS, Overcharge, etc). Adding more skill-check types would make the game more confusing than it needs to be. If you want to test players with the skill-check, add effects to the skill-check (see Doctor Madness, Huntress Lullaby, etc).
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The concept of generators (or some generators) having additional requirements could potentially help with game-pacing and spice up stagnant strats, but this is too in favour of the Killer.
The Survivors would never be able to finish any gens mid-late game as the Killer increases their presence patrolling the remaining gens.
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@Mister_xD said:
BuT ThAt WoUlD Be SuPeR Op !!!
CaUsE HoW Am I SuPpOsEd To KnOw WhEn ThE KiLlEr HaS NoEd ThEn ??
also totems are not worth cleansing, as that would take away precious seconds from the gens i am trying to rush. noed should just be deleted, that would make it so much more fair.
/s
You counter NOED with No Mither, it's so obvious.
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@HellCatJane said:
They specifically and recently changed this for the pig. So, I don't think they intend to undo it.
Does not mean it was a change for the better, it could be something they look to undo if encouraged or persuaded to.
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@Yamaoka said:
Survivors have always gotten a notification if someone got injured during the endgame using a non-basic attack (hatchets for instance). The Pig's dash attack no longer counts as a basic attack thus informing all survivors while not putting one into the dying state.
This probably needs changing then. Muddling Power and Weapon interactions is going to cause confusion and inconsistencies that players will find unfair.
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This feels like a troll answer
