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ChiTenshi

ChiTenshi

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ChiTenshi
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  • @BigBrainMegMain said:

    Eventually, survivors will learn that you can't go into those rooms. You put yourself there.

    And in turn make the rooms pointless. Only catching out new players or people who forgot the room is a dead end for no sensible reason.

  • Unity would prove too powerful in the hands of a SWF team.

    Not For Granted has the same issue and creates some OP combinations with other Perks .eg. Deliverance, DS, BT, etc. May even make BT obsolete.

    Scavenger is interesting, potentially doubling the items you can find in a match and goes nicely with the Chest-oriented Perks,

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356681#Comment_1356681

    What I meant, is the amount and density of Fur, not whetever it has fur or not. Should've been more clear. Clown's costume seems to not fall in the Furry Category because of the amount of fur an elephant has compared to a Rabbit or whatever.

    Furry here, Furries don’t need fur to be a Furry. As long as it’s an animal with anthropomorphic qualities it counts.

    On a side note, we do occasionally call Scaly Furries, ”Scalies”, Horse Furries, “Bronies”, etc.

  • I have 2 ideas to help:

    1) For each Survivor that’s hit with Feral Frenzy, the Exhaustion duration is reduced by X amount. Rewards players who successfully hit multiple targets with Feral Frenzy rather than penalising them.

    2) Mending starts on a shorter period but takes longer for the next Survivor hit during Feral Frenzy. Example, Mending could take 9 seconds on the first person hit, but takes 11 seconds on the second, 13 seconds on the third, and so on.

  • Ghost Face and Thrilling Tremours

    It’s not strong but it’s obnoxious

  • @FixDBDPls said:

    https://forum.deadbydaylight.com/en/discussion/comment/1302545#Comment_1302545

    His animation are horrible, and the chainsaw sound is bugged (you can hear the chainsaw sound even when he is not using it)

    Haven’t experienced the noise bug but you may want to record or/and report it whenever you encounter it.

    With the animation being horrible, are you talking about how it looks (aesthetics) or what it tells the Survivors (function).

  • Can you go into detail?

  • The amount of Blood-points (BP) from doing gens vs. unsafe unhooks. I get so annoyed seeing people rake up a lot of BP chain-unhooking other players 2 metres away from the Killer and I get between 5-10k less points for doing a majority of the gens and opening the exit gates.

    Don’t get me wrong, I don’t purely focus gens and ignore all hooked players like the plague (I prefer safely timing my rescues). It simply annoys me that a player actively killing their team-mates is rewarded more BP than some-one focusing on the objective and creating an opportunity for the team to escape.

  • I prefer Sprint Burst for the following reasons:

    • It’s safer, you don’t have to be injured to use the Perk
    • If you learn the 99 tech, your movement isn’t restricted and you can use Sprint Burst mid-chase rather than always during the beginning
    • You can use it as a pseudo-lithe/balanced landing by sprinting after doing a vault or falling from a great height to achieve similar results
    • Using the above, can be combined with Quick & Quiet or Dance With Me to confuse the Killer during a chase
    • Sync-wise, it’s more reliable than Dead Hard. The amount of times I use Dead Hard and still go down due to sync issues is too high
  • @Dr_doom_j2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1270792#Comment_1270792

    Right, but there are situations at high rank where you may not have hooked a particular survivor once yet in the trial, especially if you've worked on others and already have a kill and two more on death hook. You can't expect that every survivor will always have been hooked at least once before endgame, especially as a 110 killer who 3 gens.

    1) The Player is down 2 perks for most of the match

    2) One of the requirements is to get hooked (a requirement most Survivors want to avoid)

    3) It’s single time use. Once used early, they’re back to square 1

    4) It’s very rare. Not many players take the combo and even then, it has obvious down-sides

  • This reminds me of the old DS and I worry about it.

    It provides a second chance for those already out-skill the Killer in a long chase, and SWF teams can abuse this perk by body-blocking the Killer as they try to get to the hook.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263161#Comment_1263161

    What DS should be is an opinion, the devs didn't state what it should be other than a second chance perk. It's called logic, not bias.

    You keep missing my point XD

    I’m not going to continue arguing with you because I can’t see a way to get you to understand.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263114#Comment_1263114

    The argument is that DS serves too many uses, not that it is intended to be an anti-tunneling perk.

    Or from another angle, the argument is that DS should be intended as an anti-tunnelling perk and not serve too many uses.

    You’re already letting bias take over your opinion on DS and ignore anything that mentions tunnelling.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263085#Comment_1263085

    Please come up with an argument about DS involving tunneling right now. I literally haven't seen any and that is why I feel like you have no cause for concern.

    Survivors predominantly take DS as an anti-Tunnel Perk due to the regular amount of Tunnelling that happens in-game. However, the Perk despite being strongly suited for Tunnelling provides too many other uses to be overlooked.

    Most Perks serve a main purpose, with other minor purposes being few and far between. DS serves too many purposes that Killers have to constantly be wary of it’s existence regardless of the situation. The only safe moment is when there is no Obsession in-game.

    Therefore, I think DS wouldn’t be better specialised towards being an anti-tunnel Perk and not left in it’s generalised state.

  • And you missed my point. DS and Tunnelling still have interactions and can be used together in arguments like , for example, any Killer stealth mechanic and Camping (those things aren’t made intentionally that way but still have interactions nonetheless).

  • @Peanits said:

    For what it's worth, this shouldn't affect someone's argument at all. You can still like it or dislike it all you want, as long as your argument wasn't based solely on something you thought we said, nothing has changed.

    The problem is, that’s exactly what’s going to happen. Anyone who mentions anything about tunnelling is instantly going to get to counter-argued with your quote and contribute nothing else to the argument.

  • I fear anyone taking Bond, normally ends up with a Team-mate using it chase the Killer towards someone else.

  • I think it’s not best judging a Killer’s performance on a Basement Camping NOED situation. It doesn’t reflect the Killers ability XD

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261958#Comment_1261958

    I barely see people use it nowadays, its use outside of tunneling scenarios is too niche to take it over something like BT or Adrenaline. Using it aggressively doesn't do much good because the killer can still slug you and maintain efficient pressure.

    I still see plenty of it. I don’t take it myself as it’s not my play-style, but I always encounter 1/2 team-mates with it.

    The agressive usage varies from player to player. Yes some players go down and then are left on the ground for the duration, however, some players use it to distract the Killer and abuse the long duration to increase the chase time massively.

    BT and Adrenaline have the decency to do a single job with little opportunity to abuse.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261886#Comment_1261886

    It was specialized with its nerf...it's only active for 60 seconds at a time.

    It’s still rather broad for it’s use. People have been using it as a distraction tool, to aggressively save other players, as immunity to do gens. It needs to be tightened down a bit so players take it for the right reasons and not the varied outplays it has to offer.

  • It’s better being specialised towards an anti-camp perk than having it as a much broader second-chance perk.

    There are no other anti-tunnel perk available for players, but there are plenty of second-chance perks. Specialising them instead of leaving them broad would help with balance issues.

  • Legion - Thanatophobia, Coulrophobia, Dying Light, Nurse’s Calling + Defaced Smiley Pin, Iridescent Button

    I call it the “Heal this you f*cking casual”.

  • The concept is fine, a glass cannon add-on where the Huntress only has 1 hatchet but it insta-downs. The issue is with the belts removing the downside.

    If BHVR fixed that issue, then the add-on would be fine. Possible fixes could include:

    1) The add-on reduces Huntress’ carrying capacity to 1, regardless of what other add-ons are in play. [Fixes the issue and keeps the vision of turning Huntress into a Glass Cannon].

    2) Only the last hatchet the Huntress throws is puts a Survivor into the dying state. [More of a ‘Last in the barrel’ concept but still fixes the issue of carrying multiple insta-downs at one time. Adds a twist where Huntress Players have to consider holding onto the insta-down hatchet or reloading to full].

  • The concept is fine, a glass cannon add-on where the Huntress only has 1 hatchet but it insta-downs. The issue is with the belts removing the downside.

    If BHVR fixed that issue, then the add-on would be fine. Possible fixes could include:

    1) The add-on reduces Huntress’ carrying capacity to 1, regardless of what other add-ons are in play. [Fixes the issue and keeps the vision of turning Huntress into a Glass Cannon].

    2) Only the last hatchet the Huntress throws is puts a Survivor into the dying state. [More of a ‘Last in the barrel’ concept but still fixes the issue of carrying multiple insta-downs at one time. Adds a twist where Huntress Players have to consider holding onto the insta-down hatchet or reloading to full].

  • Easy solution; when the Survivor is not in a chase, DS’ availability decreases at double the speed.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1258953#Comment_1258953

    Saving someone while Blood Warden is active will potentially get your entire team sacrificed because you removed the EGC speed penalty of someone being hooked.

    If you're still lost, here's an example! 🙂

    There's 40% remaining in the EGC and the killer hooks a survivor with Blood Warden.

    Okay, that's good game, 40% of the EGC is 48 seconds and we all know Blood Warden lasts 60 seconds.

    Just kidding, it's not over because the hooked survivor causes the EGC to expire at 50% the normal speed. Therefore, if there's 48 seconds remaining in the EGC and the EGC has a speed penalty — you actually have 96 seconds remaining in the EGC for as long as the speed penalty persists. You can escape if you don't save the hooked survivor because they slow the EGC enough to outlast Blood Warden and if you're lucky, you might be able to save them too if time things correctly!

    Good math, and that adds onto my point of how much opportunity the perk gives you to play around.

  • The difference is that you can sensibly play around Blood Warden.

    Exit blocked because the Killer hooked someone? Move away from the exit and wait (possibly look to save the hooked player), or say your prayers and contemplate why you didn’t leave sooner (tea-bagging should not be the answer).

    Blood Warden gives ample opportunity to play around without a ‘Surprise! You’re down!’ mechanic.

  • A fix to this would be simply making the effect global, or at least half the map. The duration can be altered but for a hefty cost of only triggering after a gen is done, the current duration is kind of reasonable.

  • @Raven014 said:

    The Sad part is, if you use DS, they will just tunnel you even more because it really isn't an anti-tunnel perk.

    Que?

    It’s core design and function is to be an Anti-tunnel Perk, how is it not?

  • Possible solution, if a Survivor hasn’t done X amount of generator, been chased or do alternative objectives (totems, chests, etc) in Y seconds, then a notification reveals their location for 4 seconds. This repeats every minute until the Survivor does one of the above.

  • BHVR said they were looking into changing how it works, possibly putting on a higher restriction to activate the downing effect.

  • A lot of people don’t like getting Camped/Tunnelled. Getting removed from the game early and not being able to recover is not fun.

    There are times where it’s fine to do, but it pretty much ruins the match for some players.

  • @Joao_Bandicoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245227#Comment_1245227

    I was goofing around and tried to took your points and make it into DS points and actually matches almost perfectly:

    a) It has little warning. Only giving information of one obsession and not even the only way an obsession is on the match.

    b) You can slug the guy but still be penalized by Unbreakable or other Survivor helping them.

    c) It rewards Survivors that are less skilled as the Killer they are matched against. The Killer could be performing very well and be punished by downing people too quickly.

    d) It's overkill on Survivors who are more skilled than the Killer they were matched against. The Survivors could be doing very well and now have 60 seconds of immunity for each DS on the team on top of their pressure on gens. If one exit gate is opened the DS user is basically guaranteed to escape.

    e) in every match Killers have to play around DS on all Survivors even though the presence isn't guarantee and the only reason to do that is because of DS.

    I found it funny that so much similarities are found on this two perks but only one of them has 100% guarantee counter of cleansing totems (slugging or "not tunneling" aren't 100% methods and don't takes the perk out of the trial).

    Who says I don’t think DS needs changes?

    Using whataboutism to ignore a problem doesn’t fix anything.

  • 4, 2, 1, 3. Because either I’m playing so bad that all 4 Survivors are going to escape anyway or 1 Survivor is potentially going to escape after all of their team-mates have died (which doesn’t bother me as I’ve probably got a lot of points by then).

    The only thing that needs changing on a Key is for it not to spawn in Chests, simple.

  • The biggest issues with the Perk are:

    a) It has no warning. Only until someone is downed do you get a notification that everyone is suddenly exposed.

    b) You can cleanse totems but can still be penalised for your team missing totems. Solo Survivors know this pain very well.

    c) It rewards a Killer who is less skilled than the Survivors they were matched against. The Survivors could doing very well but are penalised because 1 totem was left standing at the end of the match.

    d) It’s overkill on Killers who are more skilled than the Survivors they were matched against. The Killer could be doing very well and now has an overkill option for the last 1 or 2 Survivors on death-hook. If 1 Survivor remains, they have almost no chance of escaping. If 2 Survivors remain, only 1 is likely to escape but that’s very dependent on whether the Survivors were separate and near Exit Gates.

    e) In every match, Survivors have to cleanse dull totems. It doesn’t matter whether NOED is in-game or not, they are not cleansing for other reasons unless they get a notification that Retribution, Thrill of the Hunt or Hag is in-game. And even then, the Survivors primary reason is because of 1 heavily influential Perk potentially being in-game.

  • I am also experiencing the same issue. The challenges didn't even have the page icon to start off with, but restarting the game brought those back.

    image.png image.png


  • As Survivor, The Game. It’s not fun when the Killer can travel half the distance required to check all the gens, plus all AoE Killers may as well be global.

    As Killer, Sanctum of Wrath. It’s too dark. Legit can’t see any of the Survivors with dark cosmetics.

  • Much blink, very screech

  • Legion prefers Survivors to be as close as possible to cause max disruption. Forcing the Survivors to gen themselves is one of the better tactics, it keeps the Survivors in your Feral Frenzy zone whilst making the last gens more manageable.

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229400#Comment_1229400

    Come up with an other one than. You can’t ask survivors kindly to stop rushing the objective and take their time to find and cleanse totems while giving the killer more of a chance to win.

    Imagine this. Perks that exist in Totems... not NOED, other Perks.

    But seriously if they fixed the underperforming Hex Perks and added more Hex Perks with more interesting interactions, that would strongly encourage Survivors to do more Totems.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229388#Comment_1229388

    Saying hide in a locker is all well and good until you take into account the second part of the perk, it reveals the positions of all survivors when a gen is done. If the perk was just an insta down it wouldn't be as bad but an insta down and mori is ridiculous.

    Create distance and prepare to loop or hide. (Thought hiding in the Locker hides your position like BBQ & Chilli but may have just played against bad Killers when I’m the Rancor obsession).

    The insta-down and Mori only affects the Obsession. If the Killer decides to ignore the remaining Survivors to find the Obsession, they’re shooting themselves in the foot. If they go after another Survivor, there’s the opportunity for the Obsession to escape.

    The only bad situation is if the Killer is chasing the Obsession at the time the last gen is done because then your options are very limited. But that kind of situation is rare.

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229383#Comment_1229383

    Nope. Bonus point’s didn’t work. Reapecting NoED is the best way.

    RIP any other possibility. Only 2 options exist, end of.

  • What would fix HillBilly is fixing the hit-box problem that exists in general. The one where you vault a window and the Killer still hits you 2 metres away.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229332#Comment_1229332

    You can't seriously be saying that Rancor is a fair perk. It literally has no counterplay, and the person it affects didn't necessarily want to be the obsession.

    You almost made me spit out my tea. Rancor has plenty of opportunity to play around.

    Before the last gen is complete, hide in a locker. If no locker is available, find a safe area to loop or create distance.

    After several seconds, sneak to the exit and escape before the Killer finds you.

    Unless you’re the last Survivor (of which then the Perk is overkill), you have ways to play around this and survive.

  • @cipherbay_ said:

    Its the same post and the same comments every effing day i swear.

    Post:

    "REEEE NOED NEEDS TO BE REMOVED REEE!!!"

    "REEE CHANGE NOED REEE!!"

    Comment:

    "Just Do Bones"

    "Just Cleanse Totems"

    "Use Detectives Hunch"

    "NOED Is Cheap"

    God, give it a break already. The devs already said they arent touching it because they want to encourage survivors to do an alternate objective

    There are better ways to encourage Survivors to do alternate objectives without relying on a poorly designed Perk to do all the work.

  • I have to disagree with this form of NOED.

    • Anyone hooked after the gens are done is pretty much dead whilst this Perk is active. At least you can cleanse the totem with current NOED, what are you supposed to do with this new NOED?
    • Less opportunity for Survivors to play around this. You can cleanse totems but it will still activate, and you won’t know it’s in-game until someone gets downed.
    • Killer gets rewarded for being bad. Killers don’t need to worry about getting gen-rushed AND having their totems cleansed, NOED stills activates and the Survivors won’t know until someone is downed.
  • @NursesBootie said:

    This thread sums up the problem: GIVE SOLOS A TOTEM COUNTER ALREADY!!!

    Literally.

    A totem counter would help so many Solo Players. If NOED becomes unviable after this change, then it can buffed to compensate. Problem solved.

  • I cleansed 4 dull totems but still got downed, please help.

  • You’re missing a lot of the downside.

    Yes, it makes you Broken but for 90 seconds. After that’s passed, you’re still injured and need to heal (wasting more time). You’re one-hit down for roughly 2 minutes in the match each time you use the Perk.

    There’s also the fact that not everyone you insta-heal will be using that bonus health well. I’ve witnessed so many players go down quickly despite getting insta-healed from For The People because they’re not got at getting chased so it’s a waste of time using it on them.

  • @gofu said:

    It's a hex, most killers can't be defensive around their totems, you can easily counter it by small game or find it luckily through hearing the burning totem, quit whining and move on.

    Except the Perk is poor in design and needs reworking.

    It punishes Survivors for the wrong reasons, and feels weak for the Killer until active then proceeds to feel cheap.

    It needs to be changed so Survivors who do side objectives aren’t heavily punished, but give Killer’s something in return whilst the Perk is inactive.

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