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CrimsonMothKing

CrimsonMothKing

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CrimsonMothKing
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  • When it comes to blindness, while in some cases it can be strong, the status itself is usually short lived. Most ways to apply Blindness is through the use of Addons for the killer. Even then, while it blocks the auras of other survivors and objectives, it doesn't block the more important objectives like PH Box or Pig Boxes.

    It can be frustrating to go against, but the status itself doesn't hinder your ability to run in a chase or do gens.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598472#Comment_3598472

    What is “healthy” about getting a one shot for merely playing the game?

    If you can't last 20 seconds in chase, then the issue lies with you. If you are close enough to the hook to get hit and downed by the exposed, then you simply just got caught out.

    The majority of the time, the exposed won't come into play unless the Killer goes out of their way to do so.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598284#Comment_3598284

    You say this as if there aren’t many killers who can easily get across a map in less than half that time. And that’s assuming you are on the other side of the map when it happens.

    There will be some killers that can use it easier than others. But overall the perk isn't OP or in need of a Nerf. It promotes a healthy playstyle of constantly switching targets and rewards players for doing so with good info or an exposed.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596605#Comment_3596605

    OMG why didn't I think of that!! It doesn't say sacrifice the obsession, just kill the obsession! Thank you! I'm such an idiot lol. Thank you for reminding me about Rancor, I owe you one 👍

    No worries. Nemesis, Furtive, Friends and Rancor gives a lot of info and stealth, it's awesome.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595922#Comment_3595922

    I guess this is the per to use for Tome Challenges to kill the obsession then.

    Use with Rancor, ain't no-one leaving without permission.

  • Being in constant chase as Killer is so damn fun with this build. You get the information to find your target, the stealth to sneak up on them and then you get to just keep going ham. No slowdown needed, just good old killing.

  • If you add Nemesis to the build, when the Obsession switches, they Scream and have their Aura revealed, meaning that if they have distortion you can see them past it and remove a token which they can't get back because they won't be 'in' your terror radius.

  • True.

    Seeing that Chucky costs about £4 in game and the DLC that only gives an extra charm also costs £4 is a really nice move.

  • @appleas said:

    Dark Devotion seems kind of conflicting/redundant. If you hit and injure the Obsession, you would want to leave the Obsession so that you can benefit from the undetectable status effect. If you down an injured Obsession and get Dark devotion, wouldn’t hooking them give you Undetectable from Furtive chase already?

    Perhaps a perk like Plaything/Hysteria or a chase perk for the 4th slot would be better.

    Yeah, Dark Devotion seems out of place.

    If you want a pure obsession build, use Rancor. Or if you are struggling with slowdown, use Gift of Pain or Plaything.

  • One thing I was thinking to help with survivors trying to play against the xeno's tail, is that when in Crawler Mode, the xeno's tail is now no longer curled on it's back like it is now. Instead it looks like it does in the end game screen.

    But when the xeno goes for the tail attack, the tail springs up like it does now, this could give survivors a bigger visual indicator.

  • I would love to be able to have a 5th perk slot as killer. However, the game is not balanced around the existence of a 5th perk. It would be way too strong and need too much rebalancing.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581140#Comment_3581140

    Fair Point. With that being said though, if you could end chases fast enough or find the new Obsession before Furtive Chase runs out, I think Friends, Furtive Chase and a duo of Pain Resonance/No Way Out or even Grim Embrace might be a well balanced loadout on various non stealth Killers.

    Since the random switching of Obsession will incentivize the Killer to go for someone regardless of Hook stages, the game will eventually reach a point where the Killer will have hooked 3 or all 4 Survivors at least once. Pain Resonance and No Way Out doesn’t need much justification as they are solid perks. I included Grim Embrace because of the 6 second aura reading on the Obsession.

    If devs really wanted to push the game towards the direction of getting hooks on every Survivor at least once before killing off someone, it would be nice if they coded Friends to assign the new Obsession status to the Survivor with the least hook states.

    My issue with hook token related perks has always been a lack of clear indication of who you have or haven’t hooked. Little changes like this would encourage some players to go for more chases as there is incentive and direction for doing so.

    Exactly. I was thinking of having this combo on Xeno, because any perks that make Xeno stealthy just feel right. And if BHVR haven't made hooks and chases more prominent, then we will do it ourselves.

    I always wanted grim embrace, but I don't want to get the artist and I was away when it was in shrine.

    I don't get why people say that FTTE is OP or Too Strong, it is a perk that heavily rewards not tunneling and going for various chases. Apparently the 10 seconds Aura is too strong, or 20 second exposed is too strong. It's a whole thing where it's arguably Chucky's strongest perk and they are blowing it out of the water.

  • @appleas said:

    i had similar thoughts on the potential synergy when I saw the perk. The only issue I have with the combo is:

    1) You chase and hook A who is the Obsession.

    2) B becomes the Obsession because of Friends Perk. You chase B

    3) C unhooks A. C becomes the Obsession becomes of Furtive Chase. If you have not downed and hooked B yet, after you do so, Friends will tell you where C is but you get no Furtive Chase value from hooking B.

    The minor annoyance is that you will only get value from Furtive Chase only every two hooks unless you can down and hook B before A gets unhooked by C. Otherwise, it is a good Obsession focused combo IMO

    Remember Me can be a double edged sword. Because of the constant Obsession switching, you might end up letting the Obsession get access to the exit gates for free and they are not affected by the gate opening penalty.

    I see where you're coming from, but one thing you need to remember, is that you still have Nemesis. If C becomes the Obsession before you hook B. C is revealed and oblivious, and once you hook B, is also exposed.

    I agree with Remember Me, I was just trying to think of perks that could synergise, someone said that Rancor could be good.

    But yeah, just having this build where you are constantly after a new target could be really fun, especially as you gain a bonus for hooking the target and getting a new one.

  • The only thing for me as Killer, is when I play a match, and then I don't bring a perk that would be perfect for that match. Like on Dredge, I try to not use sloppy so I can try newer builds, but the healing gets done so fast.

    Or when I bring Machine Learning, and as I kick a gen, the gen I marked gets done, but I already kicked a new gen so I get nothing.

  • The tome also contains the Oni, the Dredge, Adam and Dwight. And from the art for the Tome looks cool, with the Dredge having a goofy ass skin.

    For Halloween at least, I hope we get some cool skins.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553434#Comment_3553434

    I think basekitting some effects can be done quite well. Trapper is about to receive a 1.5x Coffee Grounds basekit, and Survivors got a lesser BT basekit alongside Killers getting a lesser STBFL and Brutal basekit. Basekitting a lesser DS and a lesser Devour styled speed boost would likely be good for the game.

    I agree, base kitting certain perks or killer addons could be really good for the game.

    Or like @CatnipLove said, killers gain stacking bonuses as the game progresses, either by Hooks (not stages) or gens completed making them stronger, could be a good way to incentivise killers to play more fairly. Devour Hope does this amazing well, as the hex sky rockets the killer lethality. Pain Res does it well too, by allowing the killer heavy slow down through unique hooks. Grim Embrace isn't as good, the 40 seconds full gen block can be strong, but it never really amounts to much.

    Old BBQ did this amazingly well, the extra bloodpoints gave killers an actual incentive to go for unique survivors. Yes the aforementioned perks give incentive to go for multiple hooks, but the bloodpoints gave the killer an external objective that was easier to achieve and allowed them to progress their characters faster.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553724#Comment_3553724

    Getting survivor out of the game was, is and always will be best play from killer.

    Their focus should be just give killers reason to go for less optimal play like BBQ did (I threw so many games just to get 4 stacks), or make it simply less worse like pain resonance does. We definitely need more perks like it.

    10% movement speed boost after hooking wouldn't be some massive buff, but BHVR clearly doesn't want killers around hook, well this helps to achieve it in positive way, so both sides are happy.

    Because I really only care about the amount of BP I get out of a match and not actually winning, old BBQ made not getting any kills feel so much better because I at least got a lot of points.

    If the hooks had a similar effect to say Monstrous Shrine ( move away increases progress) or Pyramid Head Cages (Survivor is teleported away and hidden), you can either reward killers for not camping or severely punish them for camping. But again, you would need the Killer to actively choose the least optimal option against Survivors who want to play optimally.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553434#Comment_3553434

    Yeah, but it doesn't change the fact there is currently no incentive at all. If you want to lower tunneling, give players a reason not to.

    Currently only perk that does it is Pain resonance, which was great rework imo. It is basically trying to bring back BBQ effect, we need more perks like it and some basekit mechanic like this post would help.

    If you want to incentivise not camping, then the killer would either need to be punished for camping or rewarded for not camping. Like you said, Pain Res does this really well.

    Unfortunately, with how the game is at the moment (but they are making some good strides to change it, e.g. the new self unhook), being able to guarantee a survivor is out of the game is still more impactful than defending gens or applying pressure through chasing.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553434#Comment_3553434

    When devour has promoted camping? It only works if you leave the hook...

    Never said Devour promotes camping, all I did is mention that devour has a similar effect to the proposed change stated above.

  • Devour Hope already does something similar. While it could be an 'incentive' to not camp, if a Killer wants to tunnel/camp, that's exactly what they will do.

  • @GensByDaylight said:

    Ulitmate weapon isn't "massively overpowered" or anything. The two survivors running that build are either trolling or massively overeacting. Even if the killer knows where everyone is, he still has to run after that survivor, hit that survivor, down that survivor, and hook that survivor. MFT is still massively useful as you get full value out of it. Well unless its nurse, then UW may be broken on her.

    Oh I know, I just thought it would be funny to say 'Meta' with these 2 builds. I don't think UW is that strong, because it can only give information once every 60 seconds-ish. People took what I said too seriously.

  • @[Deleted User] said:

    By meta you mean two players.

    It was the first 2 survivors in a good while that didn't run MFT or DH. It was refreshing.

  • @ARTRA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392410/killer-perks-i-want-to-rework-buff

    No way i thought the exact same for Shadowborn. Playing Dredge (probably as you) helped with this one.

    For beast of prey Perma Undetectable and +5% until hit its too much, only see someone and turn around to trigger.

    Yes for Histeria.

    Machine learning, not sure, see aura of gens is strong but after one is finished lost a perk but with a buff for 35 seconds but its hard to apply. I would just do something like remove first kick to trigger, like Last gen kicked its compromissed, that with tinkerer should be decent enought.

    Yes from grim embrace.

    I got the Idea from Dredge too, it is a really nice feature from a creature that is literally shadow born.

    Beast of Prey wouldn't be perma undetectable, as you would need to purposefully lose chases to get it. The +5% haste is mainly for M1 killers that struggle with map manoeuvrability.

    Glad someone agrees with Hysteria.

    Machine learning would work like this: After you kick the first gen, further kicked gens show their progress through their aura, if 1 of those gens pops, you gain bonuses and your surveillance is gone, and then the cycle restarts.

    I agree the perk has decent synergy with Tinkerer, but the main issue I am trying to fix is the fact that you can only compromise 1 gen at a time, and when it comes to spreading pressure, and trying to get value of the perk, being forced to let survivors finish gens for a mediocre buff isn't worth. Imagine if Eruption could only proc on the last gen kicked , yes you could buff the amount it regresses by, but the fact that you have to choose 1 gen out of 7 is really sucky.

    Grim Embrace needs some love.

  • @Archael said:

    I would also changed how hexes and haste effects works:

    Hexes light totems only if thier effect is in use. Hexes are not tied to dull totems, so to clense hex, surv have to either clense all totems, or burning ones (if hex is being clensed, it cannot fade out untill survivor stop clensing).

    Haste effects should not stack.

    I believe that haste effects should stack as long as there is a time limit for them. So for example, NOED's +4% haste wouldn't stack with Machine Learning's +10% haste, but ML could stack with the 5% from Devour Hope.

    This would mean that most survivor haste perks wouldn't stack, but the few killer perks that give haste would still be able to.

  • They never did anything to the cooldown. All they did was reduce the MOVEMENT speed DURING the cooldown.

  • @Pavel_Ch said:

    MTH and UW have no cooldown. It's funny. Even Distortion has tokens, and these perks should gain tokens by chasing or capturing a survivor. They need a nerf, even Plague perk is much weaker.

    It does have a cooldown. UW lasts for 30 seconds and then goes on a 40/35/30 second cooldown.

  • @Kingjaffad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537618#Comment_3537618

    Honestly, I did consider that. But I'm also trying to think about the otherside, I'm not entirely sure how oppressive the full effect is, considering how difficult it is to get to activate.

    I can see that. However, one thing you need to remember, is that at the start of the match and by the time you've got your first down, 1/2 gens would have been completed and you are unlikely to have kicked a second generator, meaning in the match, you will have an average of 2/3 activations of the perk per match.

    Yes, the effects can be strong. But it is limited and not a guaranteed effect.

  • I think the only change it needs, is that you can compromise as many gens as you kick, but once it procs it deactivates again and you will need to kick the gens again.

  • I would love for a legion to be chasing Tapp or any of the RE characters and they just turn around with a gun. Had an idea a while ago, where survivors could equip a pistol that could be used to stun Nemesis, but has extremely limited ammo.

  • @[Deleted User] said:

    For us that don’t know the acronym, what’s that stand for?

    Ruby Rose

    Wiess Schnee

    Blake Belladonna

    Yang Xiao-Long

    The acronym is the name of the 4 main characters' team. It's a decent show, I think around season 3 (After the Penny Incident), you can see the writers make some really bad decisions with the story, e.g. certain characters turn evil (with no reasoning or development), certain characters are written poorly/not done anywhere near enough justice (Adam), etc. And the show does suffer up until the most recent season, because the writers did the story on a weekly basis, rather than writing the story out and then animating.

    It suffered hugely because of this, but I still like it.

    If RWBY came to DBD, having Grim as killer skins would be sick, and maybe a Salem Plague. But I have no idea how the main cast would look.

  • Try RB with Singularity, Dredge or SM. Singularity with Family Photo has insane catch up potential. The +5% haste applies to Dredge while he is charging his Remnant. And SM is just good at stacking movement speed.

    I agree that some killers would prefer Bloodlust over +5% haste, but it can be really good on some killers.

  • If they made it so that it was the last 1/2/3 gens you damaged it could be better. But again, it is quite a strong bonus, getting it too often could be dangerous.

  • I play Dredge a lot, and I agree with most of these. Especially 'Enter Locker' counts as 'Search Locker'.

    If they add the Blindness in Nightfall, one change I would like to see is the Ambient Noise in Nightfall become more of a Lullaby. It would make it so that Solo survivors have a better time during Nightfall, and it would make it so that the 'screams' make you feel more uneasy, because you know that the Dredge is nearby.

  • @Clockwork_Enigma said:

    Let me give you guys a reality check since you don't seem to understand.

    Lightborn in its current state is a useless perk. The moment any team or individual realizes they aren't blinding you, the benefits of the perk become useless and you have what is effectively an empty perk slot.

    You would get maybe one, two uses of Lightborn in its current state, at best. Then it's useless.

    Even then, it's a crutch perk that people without skill use to mitigate something that is meant to outplay them. So removing the ability to nullify an entire item (and instead just making it reduce its power) is a must. Just because you guys are afraid of a niche scenario happening once in a blue moon in games (e.g. Flashlight squads) shouldn't cloud your judgement over the fact this is a completely unhealthy perk in the game at the moment.

    Now.

    As for the version of the perk I created, this would be more commonly used simply due to the fact players will almost never know you're running Lightborn. Even if they realize it, the change to remove its nullification of blinding means that Survivors will still be inclined to hit you with any source of light more often.

    The result?

    • You get to use the perk more.
    • You get rid of the blindness 50% faster.
    • You get 50% stun resistance to any source of light-related stun (Blast Mine or Rescuing).

    So you think it's a nerf, but in fact it's a buff to its overall utility and, in an era of the game that doesn't need perks like the current version of Lightborn, is 100% healthier for the game.

    If survivors realise that they can't blind you because you have Lightborn, and stop trying to do so, the perk is working as intended. You are no longer being blinded.

    Getting rid of Blindness 50% faster < Not being Blinded.

    The benefit of the perk isn't the aura reading, it is the fact it protects you from being blinded, whether that be the actual protection or the fact that it discourages survivors from trying to do so.

    It is a niche perk, there is nothing unhealthy about it. If it stops people from being able to flashlight save, oh well, do gens. If survivors realise they can't blind the killer, they can just go do their objective.

    Yes it is boring, but it's not op or even strong. You don't see it run every game and yes, it does hard counter flashlights, however most players will only bring it if they see all 4 survivors bring flashlights.

  • @Snowball777 said:

    It lasts for 11 seconds bro.

    @codebibi said:

    11 seconds is a lot and in a small map the killer can easily go to someone and start a chase before it ran out

    It doesn't last 11 seconds. The 2 second bonus to aura reading doesn't apply to itself.

  • While I agree, Singularity's counterplay is awful to face, having your set up be undone if a large area feels awful, especially as it can be done in chase. However, from what I found when playing the Xenomorph on PTB, is that the flamethrowers weren't that bad. Yes they knocked me out of my power, but not that often.

    Most of the time, I was able to destroy the turret with either an M1 or Tail attack, yes it slowed me down, but that turret was then gone for a minute. Meaning that area was now unsafe. And as someone who plays a hit and run playstyle, being able to make areas unsafe was good. Unlike Singularity who needs set up, Xeno doesn't really. Plus, if you got knocked out of runner mode, go back into the tunnels for 3 seconds and it is back. Yes it wastes time, but you have knocked at least 1 survivor off of a generator.

    I like that they are making ways for survivors to interact with Killer powers, like with locking lockers for Dredge, or solving the box for Pinhead. But I can see where others are coming from with; is the survivor's time investment to counter the power, more efficient than the killer's ability to undo that effect.

  • The Xenomorph doesn't use poison/venom.

    The footsteps when in the tunnels are the survivors running.

    Difficulty isn't a problem, once you learn it.

  • I had a concept a while ago, that the face huggers would work like scourge hooks, where the Alien would have to 'hook' the survivors and set them on a timer. Survivors can get the chestburster removed and find Royal Jelly in the match to slow down the death timer, but while they have the chestburster, the alien couldn't 'see' the survivors (as seen in the films where the Xenomorphs ignore hosts).

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501225#Comment_3501225

    there is add-on to make overclock longer. it is called Kid's Ball Glove. it makes overclock 15% longer and to the OP. there is add-on that makes you gain haste when in overclock. it is purple add-on called Soma Family Photo. it grants 5% haste in overclock but reduces overclock duration by -20%. use those add-on. they make him a lot better. you will have less trouble playing him.

    I don't think he is very-hard, just add-on dependent with under powered base-kit. I'd label him as medium or very easy depending on the experience on the player.

    I think the Soma Family Photo is still bugged where instead of -20% duration, it sets it to 20% duration (-80%).

  • For me, I am hoping that literally anything from my Alien Killer concept makes it in. I think Acidic Blood could be like a pallet destroying perk where it auto destroys some time after the killer was stunned (Not instant like Spirit Fury).

  • I said buff Dredge, Nerf Nurse and Rework SM. Doubt the first one will be taken seriously.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466293#Comment_3466293

    Soma Family Photo getting buffed and knocked down to rare at the cost of Denied Requisition Form becoming Iri is fine. Probably the only two that could be justified.

    I am really happy to see SFP get buffed like this. Glad I can now get more of it and it be more useful.

  • @Akumakaji said:

    Well, the kids ball glove one was expected, it was just basically his best add-on and as a brown one, it was abundantly available.

    The other changes we will have to wait and see, I guess. Its nothing unusual to shuffle the rarities of add-on around when a new killer gets added to the game, as with the big real field data comes the realisation, which add-ons are actually played and offer a tangible advantage.

    I am sad that the cremated remains now only inflict blindness, though, as killer instinct is always more fun. Oh well, lets wait and see and test it out, but I am not automatically opposed to this changes.

    Am I crazy or did Cremated Remains never have the Killer Instinct like the patch notes and some people say it did?

    I used it and all it gave was a 12m radius around a biopod that inflicted blindness, and added some cool visuals to the map. It never gave Killer Instinct and I don't know where this came from.

  • @Devil_hit11 said:

    15% is still pretty good. I do not want to go in math of all possible duration's. Just looking at old duration for 1 survivor overclock vs new one is

    5.7(7.12 seconds) vs new one is 5.7(6.5). it is only -0.62 seconds less. I do not think they meant to weaken but they were more re-balancing the Soma add-on family photo add-on. I think it is a bit an over-reaction.

    The family photo was buffed. But it's bugged atm where instead of -20% duration, it's -80% duration. They mention it in the known issues on the patch notes

  • I can't remember the last time I saw someone use Face the Darkness (other than me on Dredge) or Thrill of the Hunt since the nerf. As much as I like it as a perk, Face the Darkness is really awful as far as hexes go. IMO it shouldn't be a hex.

  • The only change I would want to see to MFT, is that it doesn't stack with Hope. I use that combo, and for most killers, it does feel that bit unfair, especially as you force them to rely on bloodlust if they don't have an anti-loop power.

  • I mean, the full 5% could be too strong, you already can't stun him. If they made it so during overclock he gains 1% haste for each infected survivor, maybe.

    But just 5%, with no drawbacks, makes it as awful to go against as MFT. Both would be big speed boosts with little to no effort.

  • New Map:

    • Very nice design, but has too much clutter and random ramps.
    Singularity:
    • Very high skill killer.
    • Being able to constant stay in chase is fun and engaging
    • Survivors can counter its power, if a little too easily. (EMPs are getting tuned luckily, they are just too plentiful and easy to access/use)
    • Anti-Camp mechanic can be too taxing (Checking cams to see where to go next, slows you beyond belief)
    • Awesome visual design.
    • Some mechanics need tuning and/or mentioning in the power (Overclock extends based on number of Slipstreamed survivors)
    • Despite the above mechanic, no real reward for slipstreaming multiple survivors.
    • Is heavily reliant on gen slow down (Corrupt, Ruin, Jolt)
    • Open Maps are extremely fun, while indoors map make Biopods non-existent
    • 3-gen is weak, but I don't care about that
    • If he had more ways to infect survivors or another bit of his kit for slowdown , he would be perfect (But he will never replace Dredge in my heart)
    What I would change:
    • Biopods that have been inactive for long enough could auto infect survivors
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