Chocolate_Cosmos
Chocolate_Cosmos
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- Chocolate_Cosmos
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Comments
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I like the 1) first idea the most.
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Slow Down the end game collaps timer when someone have trap on their head and let traps be like they were before nerf.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/600465#Comment_600465
Corrupt Intervention is bad. Survivors can just wait it out and because the only detection perk that reliably works in that situation (Whispers) is trash there is nothing you can do. Yes this is very boring for everyone involved but it is the counter to the perk if you are playing to win
Pop Goes The Weasel is meh
Overcharge on its own is bad, you should combo it with Surveillance. Though at that point you can also run JUST Surveillance and use the perk slot you save by not running Overcharge for something else
The main reason I would play Corrupt Intervention is because it's a nice boost for Gate Keeper emblem and they can't finish and hardly progress on any generator for 2 minutes (that's a lot of points for Emblem if 0 gen is done). You have to just camp the opened gens (that's not fun of course, but otherwise that perk is easy avoided if you chase someone and you let opened gens to other Survivors to do).
Pop Goes is good if you down at least few people and I agree, Overcharge is not good on it's own againts decent Survivors but there is not much left for slow down perks at this point. The last perk slot would be "filling" my main 3.
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Well If I want to rly slow down the game, I would play:
- Hex: Ruin
- Corrupt Intervention (camp opened gens for whole duration)
- Pop Goes The Weasel
- And maybe some other slow down perks (Overcharge, Discordance, etc.)
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Not sure, but I would say it's not monitoring anyone. It's just decoration.
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On one side, helpfull thing for Solo Survivors.
On the other, would create more lobby DC because few people out there (sometimes even myself) are playing "bad" or even "trash" perks and other Survivors who wants to win don't want to play with "bad teammates" or "off-meta builds". That would also be RIP for "No Mither" players.
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Would be interesting to force players with Mend to Mend and not do 5678 actions before Mending.
How about that no actions like repairing, healing, etc. can be performed while having Mend effect.
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For SWF group, could be worth it and very powerfull / annoing.
For Solos, not worth it.
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Wraith and then Legion
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BT is allready very powerfull perk. I understand your suggestion on one side but on the other I don't like when Survivors hook rush me after I hook someone in my face. There are few Killers that can punish you for this poor play by hidding their radius.
SWF group would again abuse this change, so no for now.
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Before Spirit came out I prestiged all my Killers and sometimes Survivors.
Now it's just not worth it honestly (it never was but now even more). You have store, licenced characters are getting cosmetics, you have so many characters, etc.
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I started to do this:
If you unhook in front of my face, I will try to punish you for this garbage play.
If you have BT, fine, I will mostly not tunnel. But if you don't and you hook rush me, I will just hook that same guy again.
Don't hook rush, Killer can punish the unhooker and whole team will be in worse situation.
I faced many Survivors rushing my hooks without borrow time and they killed their teammembers by this farm. You feed Killer.
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They will get punished a lot If your team Is not garbage. They can simply "gen rush" him. 1 kill, 3 escapes and Killer will de-pip.
Also Kindred says "Hello there!"
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This Perk needs whole rework. This is terribly designed second chance Perk that should never come out with this effect.
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Sees Wraith in C tier
Sees the WHOLE D tier
Peacefully leaves
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I would love if that base movement penalty was -20% instead of needing add-on for it.
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You can have a bad match and simply move on.... or you can make drama from it. Some people just love wasting time, energy and common sens.
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Please no. I am finaly happy he will no longer be Joke Tier Killer.
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I think as well they should decrease requirements for Adept Killers OR increase requirements for Adept Survivors to be at least bit fair. Why Survivors need just escape (that's not hard btw) and Killers need to have dubble pip? Give both sides at least similar difficulty.
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For me not. I love his blade and animation <3
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Unless you add more stuff that causing fear like Prayer beads, Mirror Mayers tier I., not vissible Hag traps, etc. There is no way you can in most cases have "horror" when you are no longer starting player.
You can't be scared when you know how things works and you play XXX number of games. You just get used to it.
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Way more better than he is on live servers. No more a worst Killer in game.
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Spirit: Prayer beads nerf
Nurse: Few add-ons nerf / rework (range, more blinks,...)
That's it.
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I don't know what cap you talking about. When I used Solidarity, I healed myself few times by healing two different Survivors.
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I would prefer if Missing a Skill Check would prevent the damage and explosion sound, but it will consume 1 Token.
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I just want one thing for him than anything else:
Give him more base Traps to carry. He is too much add-on depending.
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I didn't rly like Remember Me before it got nerfed but it was not bad perk. Now that perk stopped exist for me. It's just not worth it anymore.
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I feel like this whole desing of this perk have only two buttons:
1) Be overpowered (before nerf)
2) Be garbage (now)
This perks needs a total different thing to do. I agree.
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My set up can be split in two directions:
1) Better Chaser - Spirit Fury, Enduring, Brutal St., Bamboozle, etc.
2) De-buff Build - Sloppy Butcher, …fobia, Franklin's Demise, Third Seal, etc.
I most of time don't play with add-ons.
I always try to hit as many people as I can with my power.
Yes, I do. One of my more played killers. Not for killing, but for fun.
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Yea, old playstyle where you are pressing M2 to wait 7 seconds so you can then use your M1. What a playstyle lol.
He is way stronger and better with his rework now.
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Ranked rewards + devotion rewards are asked since they came out. I still hope they will add them.
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In my opinion:
1) Dead Hard - can make chase longer and gives Player option when to use it.
2) Balance Landing - Looping nightmare for killers but only on few maps. On some maps can be god-tier perk, on others not that good and hard to trigger.
3) Sprint Boost - Forcing you to not run whole game before chase starts ( that slows game and you by a lot)
4) Lithe - You will most of time get hit before you will trigger it, so it helps to makes chase longer but less helpfull then the rest.
5) Head On - Perk for fun and trolling. Not helping you in chase and can get you killed if timmed badly.
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Wake Up saved me or my team many times. While it's not a good perk, it's far away from being useless. You would be suprised how that 15% can decide if you get killed or not. I like this perk.
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@Theluckyboi said:
tbh cypress mori should be base kit, there is no reason why it shouldnt
There is. You have few things that can still give that last Survivor chance to escape from you. Like perks (Flip-Flop, Boil Over), no close hooks near by, etc.
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Most of these buffs are insane. No, thanks.
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Please no. Give a break from licenced chapters and characters. We allready have a lot of them in game. Give me something original and fresh, thanks.
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@Oblitiry said:
So what happens after using all 3 tokens? Does the perk become useless without a tool box to finish a sabo?
You can still sabo hooks but it will no longer have that effect. You can use it max. 3 times.
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@ClogWench said:
Good god, I don't want to see sabotage become any more commonplace. I can only see it ending in more slugging games
Hangman's Trick: "Am I a joke to you?"
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I love the Idea of that perk but after getting like 80% of time killed by this perk when Killer was in front of locker pissed me off that I no longer want to play that. Too much RNG latency/ping depending.
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I have different experience. I had games where I was directly looking at Ghostface when he was leaning from a corner for like 3s and still got Exposed.
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Yea, let's make him even more about stalking/one-shoting people in the middle of chase and trow that stealth playstyle that Is the main design into trash bin. Amazing.
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...
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Dying light is only good if you play mori and tunnel hard.
Bloodwarden is very situational perk, but when timed well it can give you lot of kills.
The rest are fine/good perks.
I would consider playing Bamboozle as well.
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Sounds like nice change for me.
Also, I see many killers using this perk badly. If you want to protect Gens with that, you need to camp opened Gens until time's up. Otherwise, it's waste of perk slot because Survivors still and will do Gens if you leave them. That will make your perk almost worthless.
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@Killmaster said:
Perk should show you hatch aura when it spawns, very easy fix.
I agree. Give it like 24m / 28m / 32m range of aura reading.
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Let me fix that for you:
"Most of killers are weak on hight ranks."
Here you go.
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I think few perks here are underrated. I am not saying they are some awsome power level, because they are not, but they are not garbage like the rest.
Survivors:
Resilience - Compare the rest of garbage perks, this one should not be on the list. This one boost you in every single action, that's good.
Wake up! - I like this perk and I used it many times (not the bugged one right now). It will give you and your team (if you are opening) position of gates. Also, so many times that 15% faster opening saved me from getting killed because killer was so close and without this perk I would not open that in time.
Deja Vu - This perk is no longer garbage. This perk is now "anti- 3 gen camp strategy". It's very good if you want to just sit on gens and it will give killer harder time to camp gens in late game (you can make gens pretty far away on some maps with this). It have it's purpose: to make gens harder to control.
Lightweight - I think this perk is no way near bad. It will make you way more stealthy when running and harder to follow. From 7s to 4s Scratch Marks it's pretty good.
Killers:
Hangman's Trick - This perk is designed to have complete control over your hooks all game. You will never lose hooks and if someone will break it, you will get them back very fast. For what it was designed, it's pretty good perk. It does good job in what it should.
Insidious - I know, "camping" dislike many people and it's not good strategy if you want to do it no brain every single game. But still, this perk allows you to create this playstyle and again = for what it was designed ->to camp -> it works pretty well.
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List of Survivor perks that need rework / serious buff (counting only HEAVY BAD PERKS):
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Out of all of the things and problems in this game that need to be solved... this one is is buried deep in the bottom of the Marian Trench.
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I am more like done with ammout of bugs each patch brings. Seriously, I just found out that when I play Plague and use her power when is game about to end, your game will always crash. Nice. Also, Furtive Chase doesn't work how it should - it's still bad perk anyway, but they can't even test if their new stuff is working as it should. I was so suprised when I found out that they have their own testing team...haha, good joke. I don't even talk about new Wake Up and Blade add-ons for legion (again lol) or other stuff that are buggy as hell. I understand that you can't find every single bug, but the ammout (and also so many of them can be easy found out!) of them in game is just so huge!
Every single new patch, new bugs coming in. They will fix them, but next big patch here we go again with something new. I feel like "Bugs" are part of new contect as well.
