DNet89
DNet89
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825044#Comment_3825044
I'm inrigued as to what they'll do.
Hopefully not what they did to Mangled.
Correct me if I'm wrong but if you mend yourself or another it's the same speed 10 seconds. I always felt like if you mended someone else it should be faster
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I like the idea of it working like Streetwise and Vigil where every survivor gets the buff while in range. But instead of blocking Auras (not a bad idea though) it could suppress Screams. Maybe it could also show other Survivors the Aura of the Survivor getting healed.
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@Devil_hit11 said:
i think hemmorage is kinda worthless even after the buff. maybe they should change the effect to reduce bleed out timer every time you knock a survivor on the floor with hemorrhage by 20 seconds.
a crazy idea.
That might encourage slugging more. Maybe hemorrhage could have a mini Stridor effect where Survivors are also a little bit louder
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@MrDardon said:
My idea would be:
Pools of blood are more discernible and remain visible for an extra 5 seconds.
When standing on a pool of blood, gain Killer Instinct for 3 seconds on the associated Survivor.
The Killer Instinct effect can trigger once every 40/35/30 seconds.
The first part is basically the same as it is now, just same across all Perk Tiers.
Second part will allow for more precise tracking when standing on pools of blood but with a cooldown, otherwise you would have permanent info of the Survivors whereabouts.
This will still be countered completely by Perks such as No Mither or Lucky Break for example.
Killer instinct right now is only associated with a Killers power and it thinks it should remain that way.
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@adam1233467 said:
No, this perk would be the most op perk in the game if it didn’t show on the survivor screen
What of it worked like Spirit Fury. Instead of hitting a Survivor just break 2 pallets to activate then the next time a Survivor vaults it break it catching them by surprise. If not it should probably last 40 seconds instead of 30
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WoO doesn't need a nerf directly but the way to Counter it needs a buff. That being the Blindness Status Effect. Killers of have 5 perks and 20 Add-ons to cause it. Ultimate Weapon used to be good but it got nerfed pretty hard. Septic Touch is just Trash. Third Seal is a Hex and bad against SWF. There's Knockout but that doesn't help in Chase and Finally Mindbreaker which only last for 5 seconds after when you stop repairing. Now they could add the Blindness Effect to more perks like Deathbound, Iron Maiden, Dragons Grip, Hubris, or Make your Choice to make those perks even more Scary since most cause the Exposed Status effect.
Alternatively they Could do what they do with Iron Will and Make the Perk deactivate when Exhausted.
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@Stormveil_Castle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803515#Comment_3803515
I hope Hex: Ruin gets a buff.
An idea I had for a buff would be for each hook on a different survivor Ruin gains additional 25% in regression. So it starts at 100% then goes to 125, 150, 175, and finally 200%
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No, it has to be 2.5% or more. Ruin takes 0.25% a second
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They need to buff the Blindness Status Effect. Make it last longer for Killer addons. Ultimate Weapon used to be a huge counter to WoO before it's nerf.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/424986/survivors-killing-themselves-on-hook
At first, I thought this was a bad idea, but reading through it a few times I'm coming around on it.
I don't think increasing the amount of unhook attempts is necessary. That runs into problems that you'd have to rebalance things like Slippery Meat and Luck. Just keep the 3 unhooks, but make it a 10 second timer in between.
1st unhook: instant, timer to 50 seconds
2nd unhook: 10 real seconds past, timer to 20 seconds
3rd unhook: 20 real seconds past since hook, timer to 0 and start stage 2.
It would be better than the current situation, that's for sure.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787557#Comment_3787557
Of course it would. Even if it reduced instances of giving up by a small number it would still be a game improvement, but I suspect it would be a sizable amount of people. The wait town would reduce the rage quit, it would give survivors time to save, being killers know that if they proxy camp they'll be there a minimum of 20 seconds would reduce that, and when people are unhooked they generally play the game.
People can disconnect at will. Why don't they? The penalty. You'll never stop it entirely, but there's a reason people prefer hook suiciding over dcing.
Well I thought about making the 4% go up to 5% and have an Idea for a reworked Slippery Meat.
•Increases Luck by 3/4/5% while Hooked. (Was 2/3/4%)(10% Chance in total)
•If any Survivor is hooked on the same hook, they have a 100% chance to unhook themselves. Causes the Broken Status Effect for 100/80/60 seconds after unhooking yourself.
•The Aura of the Hook is revealed in yellow to all Survivors.
(Removed the 3 additional Self-Unhook attempts)
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@Rugalraim said:
You can't stop someone from giving up in the first place. They need a penalty but I don't know how.
Well my solution would be to slow down the survivors killing themselves so the the survivors have a chance to rescue them before they hit stage 2 and with 2 extra attempts means 2 extra possible unhooks
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/424960/scourge-hook-monstrous-shrine
In general, the perk itself is really unhealthy, i would prefer it do something different in general like, some kind of small effect on its own, but then it makes every hook a scourge hook, or something. So if you run an all scourge build it becomes a good staple, similar to perks like thrill of the hunt or undying which are good when paired with other hexes.
Like while a Survivor is hookwd on a Scrounge hook healing is slowed to 50% or maybe repairing is slowed down by 10%
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I always except the new characters to always be at the bottom. I hate that Lara and Vecna are in the spots that are for Dwight and Trapper