ChiTenshi
ChiTenshi
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- ChiTenshi
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Comments
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@Speshul_Kitten said:
He was gutted.
Here is how the list goes of reworked killers to make them more “skillful and fun”
Nurse
Billy
Pyramid Head
Next on the “more fun to play” list will be:
Deathslinger
Spirit
Freddy
Mark my words. 😐
There was a PH rework? Don't remember seeing that.
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Spine Chill should work similar to OoO, where both the Killer and Survivor should be looking at each other for it to activate.
That way stealth Killers can approach from different angles and Survivors have to actively look out.
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@Gay Myers (Luzi) said:
They have said in last weeks stream they're looking into a add-on pass for Myers.
But for this add on specifically, it takes a lot of stalking to get it and it's not a easy peazy breeze.
It's all fun and games until you play with blind-deaf Survivors who feed him xD
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Here's a solution, make the Wraith's Terror Radius suppress for 1 second after uncloaking (add-ons that effect this can be tweaked for balance).
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Is neither an option?
I would tweak the Spirit but that's it.
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I would add Thanos, he's good at achieving balance
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I think the next Killer will be able to run fast or use stealth, they don't have enough Killers with these qualities /s.
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I'm less of a trap magnet but have to take an eternity freeing myself from a trap. I counted 24 attempts in my most recent match.
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@Orion said:
Candyman.
He’ll make the world taste good.
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@Katie_met said:
I quite like this perk idea, it'd be a really good counter to generators popping instantly, however if all survivors start together and a killer plays infectious fright, that could instantly destroy a game. I also feel like more people would dc because there are quite a few survivors who tend to dc if they go down quite quick.
It could be potent with Infectious Fright, but most insta-killers still have a requirement to perform their action. Myers, Oni, etc, have to charge their power, while Hillbilly and Cannibal are limited in their attacks.
It this perk encourages more salty Survivors to leave the game, I'm happy with that outcome.
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@iZombie said:
I personally wouldn’t mind something like this in the game. I wouldn’t use it, as I like perks that you get repeated use out of, but I can see why some killers would use it. It could lead to some great snowballing if you’re a killer with an insta-down ability and you’re using Infectious Fright.
The only downside is, wouldn’t people just hide? A minute isn’t a long time and you could just wait it out. Unless you’re against a Doctor or just get unlucky, it would be an easy perk to counter.
It can definitely lead to some good snowballing opportunity, but the Killer has to weigh up the missing perk slot.
Hiding in the beginning is already a counter to Corrupt Intervention, but there is always 1 Survivor that gets caught out by that perk. Those who are smart/skilled will be able to play it.
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@Orion said:
This would be insane with killers like Oni that were also using Infectious Fright.
It could be potent with Infectious Fright, but most insta-killers still have a requirement to perform their action. Myers, Oni, etc, have to charge their power, while Hillbilly and Cannibal are limited in their attacks.
Plus, I personally think Infectious Fright needs a tweak itself.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1709461#Comment_1709461
Nurse blinks using the 3 tile rule and find a survivor, that survivor goes down in seconds because its nurse and then nurse sees someone on bbq and the same thing happens. now you have a situation where the nurse is playing with 3 perk slots but also have half the team immobilized and has 5 gens remaining. Replace nurse with spirit and take away one down and this applies to spirit as well.
The exposed status ends when 1 Survivor is downed, so the second Survivor has a chance of wasting her time or/and getting away.
There is a rule Survivors usually follow with BBQ & Chilli: Get in a Locker or hold your own.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/201322/perk-suggestion-first-of-the-hunt
I feel like this is would be way too strong on high mobility killers like spirit or nurse
Could you elaborate?
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This is why keys shouldn’t spawn in chests.
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She over-performing a bit, but there are also many Killers under-performing as well.
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There are several things to consider:
1) The player being the issue, not the perk. The perk works anytime with varying degrees of efficiency, but the player must decide whether or not it's suitable to use self-care in the current situation.
2) It's the only free self-healing perk. Players strongly recommend Inner Strength, but unless you buy Nancy or the Shrine of Secrets is in your favour, you are not getting that perk without a cost.
3) Self-caring has the same fixed time/player cost as getting healed from other Survivors. It's mathematically better to sometimes heal on the spot and not waste time looking for other team-mates.
However, despite your negative attitude to Self-care, being able to see your ally's Perks in the lobby would help close the Solo/SWF gap and enable more coordinated plays. Perk balance would be better and easier to adjust if the above was applied.
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Call me a stickler, but I think the tier descriptions need a little redoing.
I'm reading them, but struggling to fit Killers into them.
Example, "C = counterd (playable but has weaknesses)"; I thought most Killers have weaknesses? Or is this a tier where the weaknesses start to outweigh the strengths?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1558701#Comment_1558701
One killer I like that would be a female killer is Medusa that survivors suffer negative effects if they look at her
Medusa -
- Deadly Visage ability: Any survivor looking at Medusa is Hindered with a 15% movement speed slowdown. Also while looking at Medusa an energy bar builds up tokens on that survivor on the HUD at the rate of one per second and each token increases increasingly negative effects
- 1 token - Survivor is Blind and the Hindered effect increases to 25%
- 2 tokens - Survivor is Oblivious and can’t see the red stain, Hindered increases to 35%
- 3 tokens - Survivor screams and hindered increases to 45%
- 4 tokens - Survivor is Exposed and hindered 55%
- 5-6 tokens - Survivor is immobile
- 5 seconds after the survivor stops looking at Medusa the Visage bar starts regressesing at a rate of one token per 5 seconds.
Please don’t use other people’s discussion as something to advertise your idea.
It’s rude.
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They need to fix gate positioning in general. Gates should spawn with a big enough distance that the Killer can’t check one then the other in 2 seconds, but should be close enough that it doesn’t take the Killer half a minute to travel between them.
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Iridescent Hatchet is a balanced add-on.
It’s only broken when combined with Leather Loop or Infantry Belt.
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@Chappy04 said:
https://forum.deadbydaylight.com/en/discussion/comment/1553914#Comment_1553914
even then against a team that is half decent 3 gens arent a problem as all you do is keep getting a surv on each gen then constantly running away to a strong area when the killer comes over. literally doing this makes the slowdown useless in this situation as the gen will just take longer and will still be completled. also chase perks are much nicer in the 2 extra slots that dont need to be slowdown as most killers can only down at a cap so lowering this is beneficial.
Against 4 High Rank Survivors, the 3-gen situation should be fairly easy to overcome. However, an equally ranked Killer should have sacrificed at least 1 Survivor by then (regardless of the play-style).
Against Low-Mid Rank Survivors, the 3-gen situation is difficult and, as stated before, normally requires a sacrifice or 2 before the final gen is finished.
I recommend trying it out on Killer to get a feel of how it works and why people do it.
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Don’t worry, NOED will reveal itself to the Survivors despite not downing a player.
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The set-up is called a ‘Forever’ build and works to ensure max slowdown. You mention that if lacks Tracking, Utility, etc, which could help in other areas, but the Forever build is normally accompanied with forced genning.
By combining slowdown/regression with a 3-gen situation, the Survivors heavily struggle to maintain any gen progress without a sacrifice or 2 that may distract them (PGTW can quickly remove any of this progress though).
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I suggest fleshing out your idea. Giving a single reason like “deserves representation” is one of the weaker reasons I have seen to add this character to the game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1543591#Comment_1543591
That sounds good, but the chase system is too inconsistent imo.
But it’s a start. The chase system can be sorted out later (with many other aspects of the game that need fixing).
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Easy fix:
”When not being chased, the active duration regresses twice as fast.”
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@Maelstrom10 said:
I think all of these changes are great. really like the final combined change. having no risk to being injured, and a slight buff, with buffed skillchecks would actually make this a decent pick for low ranks, whilst also making the game more chill. Would love to see a perk that completely takes out the need to do skillchecks (ie technician etc)
but still would love to see this in game
A skill check removal Perk would be interesting, it would probably need a downside or requirement for repairing gens (to ensure Survivors literally don't hold M1 to do the objective) but for healing, sabotaging, etc, the effect could potentially be useful.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/1529509#Comment_1529509
I don't think so. Recently they buffed Knockout and Franklins demise, but just because they reworked the Bubba, and lightborn because they changed the Billy. The last perks I remember that they "buffed" was Kindred. Apart from there, no other perks have been changed.
This situation is way before the covid-19 situation, I get now they're in home office, but even before, they never have show efforts to change old perks to be in pair with the recent ones.
True, but I prefer to try and help rather than constantly berate them as some people do.
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@Kees_T said:
They buffed Stake Out to increase the progression bonus of Great Skill checks to the old %(I don't remember how much it was, guess it was 3% or 5%).
I liked the idea of higher skill checks chances, we can combine then with other perks too, like Stake Out, Auto Didact, Medkits with add-ons that increase progression bonus for great skill checks.
But to be honest, the devs of DBD are so slow, they change 1 or 2 old perks in a year. And it's just number tweaks. I hate the same meta perks(Adrena, DS, UNB, DS..), but I'm forced to use them because I have no other good option.
The Devs may be slow at times but providing suggestions will help speed up the fixing process (if they consider the suggestion worthwhile).
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@Koukdw said:
https://forum.deadbydaylight.com/en/discussion/comment/1529357#Comment_1529357
Yeah i was talking about the skill check frequency. It's a nice synergy tho.
It's a synergy that didn't come to mind but a welcome one.
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@sherman said:
https://forum.deadbydaylight.com/en/discussion/comment/1529351#Comment_1529351
Maybe the skill check frequency, but the other two effects won't work with the Autodidact. Good point though, just wouldn't be worth a slot.
The synergy is there and can potentially be used in unorthodox builds.
This fix isn't to make the Perk Meta-material but to improve on it's core function and opportunity to trigger, similar to the Kindred buff.
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Oi, I’m not your slave Killer Main. Clean your own dirty bones ya filthy hooker.
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I don’t believe she is over-powered, but I believe she is slightly over-performing.
The one thing that needs tweaking is her post-phase movement speed. It’s a nice hand-holding mechanism for player starting to learn The Spirit, but it’s overkill on experienced Killers who can abuse the free hit.
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Sounds pretty on point
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Spirit is mostly balanced, and her strength when using Stridor is more of an issue with the Perk than the Killer herself (why does Stridor ignores certain Survivor Perks?).
The only change that may need happening is with her post-phase movement speed. For new players, this acts like training wheels so is perfectly understandable (the Spirit does have a high skill level). For veteran players, this gives her excess power. A veteran player will be on-point when it comes to hunting Survivors, but the post-phase movement speed ensures that they will always get a hit.
Her post-phase movement speed needs to be toned down. A different part of her kit can be buffed to compensate if necessary.
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@HarleyQuinn said:
https://forum.deadbydaylight.com/en/discussion/comment/1419628#Comment_1419628
Uzumaki by Jinu Ito and all the survivors slowly turn into spirals LMAO 😂
You mean running in loops?
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Slippery Meat buff looks good
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NOED simply needs tweaking. Statistically it’s balanced, but the issue is more with how the Perk feels and not how effective it is.
Solo Survivors are expected to scour the map to cleanse 5 totems (or find their remains) or else face the wrath of NOED. A Solo Survivor could cleanse 4 totems and still be end up being downed because their team-mates didn’t get the “cleanse bones” memo. And there’s nothing more painful than seeing you team go down one-by-one trying to desperately save you with no plan.
Killers are expected to play with 3 Perks until late-game. Once the last generator is down, the moment they have been waiting for could be taken quickly away with the totem being cleansed a few seconds later. And there’s nothing worse than encountering a SWF team that ensure you NOED never sees the light of day.
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With every match, no matter the situation, you have to get into a habit of hiding in a locker when someone is about to be hooked.
A spicy match is when the Killer takes BBQ & Chilli and Iron Maiden.
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Could be worse. I could be using lore to explain balance changes.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1415666#Comment_1415666
And the killers are literally the hand of the entity.
The entity isn't a playable avatar. The killers are.
Nea is a playable character.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/168865/dead-dog-dead-end
One thing you need to realize - the realm is that of the killer, not the survivor.
The realm mimicks the Killer's hunting grounds but the realm is run by the Entity.
The Entity gets the final say, not the Killer.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/168865/dead-dog-dead-end
Point of it was so survivors can’t abuse the saloon anymore it made walls a survivor sided thing instead of a killers way to cut them off as they would run an infinite around which took 3 or more walls to stop and meant you lost all distance on the survivor
They’re altering the map every now and then as they test what works with breakable walls. Initially, the map was very Survivor-sided due to the amount of god-loops existing forcing Killers to break most of the walls early on.
Pointing out flaws with the map and suggesting possible fixes will help BHVR. If they get breakable walls right on this map, they may potentially add them to more maps allowing Killers to remove god-loops.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1414843#Comment_1414843
If all 4 survivors are in that room, something is VERY wrong.
Only 1 Survivor needs to be trapped inside that room to create a hostage situation. Once downed inside, they can’t crawl out as the only access point is a vault point.
Other Survivors will try to help, but due to the vault point limiting access, the Killer can easily down more people inside or downright deny them access.
This sounds similar to being camped, but even then you can coordinate a save. You can’t coordinate a save from this.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1414800#Comment_1414800
New players have to learn things. They're thrown right into the deep end when it comes to things such as totems, pallet, gen spawns, aswell as learning to play as or against each killers power, yet they learn it over time.
You learn by making mistakes as much as you do by succeeding.
The problem is that the room’s only function is to catch out new or forgetful players. Unlike other areas with single access points, this one is open abuse by potentially creating hostage situations and heavy punishes Survivors for the wrong reasons.
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@Steel_Eyed said:
Dead Dawg Saloon was a broken godhouse with three god windows. I'm glad they game developers sealed off just one of those windows to the killer's discretion. The other two are still incredibly strong and force most killers to break the doorways to even compete in the building.
https://forum.deadbydaylight.com/en/discussion/comment/1414809#Comment_1414809
You should not talk to people like that. Not just on the forum. Anywhere. Your jump to negativity in the path to politicking is sad.
The map is an experimental place where they are sensibly testing out breakable walls before adding them to other maps.
Pointing out flaws and suggesting fixes is the best thing we can do to help the developers.
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Oh, and I don't tolerate trolls or self-centred people. Anyone who attempts to de-rail a thread will not get any sugar-coated comments from me.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1414800#Comment_1414800
They're not pointless, it's to make the rooms a dead zone.
It'll create a loop if the killer breaks it down, and that's bad. Pretend the rooms are closed.
Just don't go in there. It's just strategy, that's it. Same thing can be said about the Single Room with 1 generator with no Windows in Badham and Haddonfield. Don't put yourself in those situations.
The examples you use though don't trap you like this room in Dead Dog Saloon. If you run into one of those rooms, you either get hit and run out or get downed but with the opportunity to crawl away.
The Dead Dog Saloon can be abused to create a hostage situation and heavy punishes Survivors for not knowing better or being forgetful, not for being out-skilled.
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@Zoomies said:
Heaven forbid Killers have one powerful spot on one map. This advantage just cannot stand! Killer's aren't allowed any advantages!
You're an embarrassment to Killer Mains.
