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DarkGGhost

DarkGGhost

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DarkGGhost
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  • @Mashtyx1 BT will safe you points and will save your pips but it will not count as safe hook this way you must make a real safe unhook to get the bonus


  • @Someissues said:

    Devs should not listen to whiny killers main, MOM is fine as is

    Why MoM is fine prof plz


  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/505559#Comment_505559

    Please correct me if I am mistaken.

    Wraith can't counter, Nurse can't counter, Hag can't counter, Doctor can't counter, Freddy can't counter (currently), Clown can't counter, Spirit can't counter. Trapper's only option is getting them to step in a Bear Trap, Myers can only play around it while in Level 3 EW, and Amanda needs to be able to repeatedly hit the same person with the Ambush.

    Amanda can bug and count as a normal hit

  • @not_Queen , @Peanits What the devs will do for this problem if they are planning to fix it?

  • You mean the perk that devs nerf it so survivors can do gen with no problem and we probably never see it get buff because the meta is no heal?

  • @FrenziedRoach said:

    The idea of an obsession perk for the killer is to trade power at the risk of leaving one alive (Excepting Dying Light). I won't argue that some need to be redone or rebalanced for a moment - but the ones where the concept is done right (like Save The Best For Last) are very powerful perks in the right hands.

    That the thing with those kinds of perks the survivors get a very good effect that can dramatically change the game but in order to activate you don't have to change your playstyle.

  • @HURRI_KAIN said:

    https://forum.deadbydaylight.com/en/discussion/comment/504147#Comment_504147

    I agree, and I've posted many counters as well, there are only about 4 killers that don't have a strong counter to MoM. Freddy is one of them, but he's getting buffed soon, so we'll see. Even so, even with just a couple that don't have strong counters, A perk shouldn't be countered by every killer, or why would anyone use it? Survivors don't know what killer their against, so it's stupid to whine about the 3-4 that don't have strong counters.

    The only killers that can counter MoM are Billy and LF those two can make sure that this perk never activates. If you use an instant down addon you just waste an ultra rare that you can get back from the game. If you use a perk that gives you instantly down you need to waste a lot of time in order to make it work and still the perk ( MoM) can activate so no there are very little counter to this perk and you get too much with no downside.

  • @Larcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/504810#Comment_504810

    You got right.I was disapointed when i see free info when i play surv and killer chase obsesion.About perks you got right too.

    That treu too

  • Seriously, just another ludicrous design choice here... Why do you literally penalize a killer's ranking pips if someone uses decisive strike on them?

    I mean you still can kill survivors so they ( devs) have to make sure you will not

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/504750#Comment_504750

    To add to this. Killer obsession perks often help their obsession as well.

    Play With Your Food and Save the Best for Last. You want to keep the obsession alive as long as possible and avoid even hitting them at all costs. Going after your obsession with these perks means you are hurting yourself as Killer.

    Dark Devotion is another Killer obsession perk that needs the Killer to keep his obsession alive in order to use. You can hit your obsession at least to gain its effects, but to use this perk you are best to hit the obsession and just leave them alone.

    Remember Me almost falls in the same boat as DD. You want to hit your obsession as much as possible, but not kill them outright. You as Killer want to drag out chases with your obsession in order to build RM stacks. Avoiding one shots (if you have it), allowing them to heal after a hook save, and only THEN will the Killer want to kill his obsession. That's a lot of time adding up against the Killer in chases and can likely cost a game. But the obsession himself suffers zero downsides from RM itself and is in fact immune to RMs effects!

    Dying Light, a perk built to force the Killer to kill his obsession ASAP in order to get any worth out of it as well gives the obsession a buff! 50% faster actions in healing and unhooking others? That's insanely good for as long as the obsession can make use of it. The obsession can even use DL in another way as making himself bait. Drawing the Killer away from everyone else so they can burn out gens before he dies and they get the debuff.

    The only Killer obsession perk that gives any real danger to the obsession is Rancor. Rancor exposes the obsession after all gens are done and allows them to be killed by mori.

    6 Killer perks for the obsession mechanic, and only 2 of them have a negative effect on the obsession. The others either do nothing to the obsession himself or even help the obsession in one way or another. Thanks to patch 2.1.0 the entire Survivor team is now even told if the obsession is in a chase or not. That's rather strong information to be given for free.

    There is almost no downside to being the obsession in near ANY case! Outside of Rancor, being the obsession is by far more help than harm.

    ty

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/504589#Comment_504589

    What you are failing to realize is that by becoming the obsession when the killer isn't running such a perk, you have fed the killer info on what you are potentially running before the game has even started - so he can adjust his strategy right out the gate. I see an obsesion, I automatically assume DS is in play and that person get's slugged on unsafe unhooks - I know not to waste my time picking them up if it's potentially in play. That means the perk will have no opportunity to get used unless you choose to counter-play with something like Unbroken.

    Keep in mind I'm a killer main - and I'm telling you as a killer main I'm am totally okay with this system as it is.

    No, when this happens you one that at least one survivors have at least one of the top perk. Tell me if in one game we have two DS or two MoM what is the extra condition that the nonobsession survivor has to do in order to activate the perk? Nothing. And that's one of the big problems the obsessions perk ( survivors) have, you get the full effect with no downside.

  • @FrenziedRoach said:

    If the killer isn't running the Obsession perk but your an obsession, most killers with two brain cells to rub together is likely going to slug on a risky unhook.

    That seems like a downside to me. *shrug*

    You know that one person ( at the very least ) run DS or and MoM and the survivors can use it with no problem and downside again the obsession as survivors it's useless when the killer has no obsession perk.

  • @anarchy753 said:

    I just wish survivor perks were more interactive with the obsession status.

    Old DS was different (though arguably just as strong for different reasons) based on being the obsession or not. Now the only survivor perk that actually interacts with the obsession mechanic besides deciding who it is is OoO, an incredibly rare, basically SWF-only perk.

    There should be some risk to it, you're CHOOSING to become the obsession of a supernatural killer in order to obtain a powerful perk, but 9 times out of 10 there's only upsides. Killer obsession perks are nowhere near as influential on the game and are rarely run. There should at least be SOME consideration in these perks of "hey but what if I'm NOT the obsession?" "maybe everyone else will be running this top meta free hit, so it won't be as strong for me" "maybe the killer will be running Remember Me and I might get tunnelled because I choose to run this survivability perk." (That's a little joke for you guys, Remember Me was deleted)

    Honestly the part that annoys me the most about it at the moment is that there's no way to play around the player who's running stuff like MoM/DS since DS now makes it completely random who the obsession is, so all you know is that there's a perk SOMEWHERE, and there's no hint who or what it is til it goes off.

    Swapping the obsession seems to be the latest thing that the devs are enjoying, the issue is it simply doesn't matter who the obsession is in a vast majority of games, because survivors don't care if they are or aren't, and killer perks aren't good enough to be in the match in the first place so it doesn't matter to them either.

    This is another problem obsession perk have in general but knowing how devs "fix" problem i can't see that fixes ever.

  • @Well_Placed_HexTotem said:

    The downside is I’m gonna tunnel them out of the game unless I’m running STBFL

    And again when the killer doesn't use a obsession perk

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/504424#Comment_504424

    You basically said it yourself, even if you (as the killer) are not running an obsession perk, you will will see that someone has become the obsession and be able to guess what kind of perks they're using. Or to use an example from a little while ago, if someone was the obsession, there was a good chance that they were using the old DS.

    And again you know that one person has ether DS so you are forced to let them go after the unhook the or slug them or the can have MoM so you can do nothing to counter that perk ( and before you say they are same counter tell me i play clown with normally add-ons how i can counter the MoM in-game?). What i say is ether gives the killer the information that 1,2,3, or survivors run ether DS, MoM or one of the other obsessions perk or give them a downside like if you have DS and it is active you can't crawl, if you have MoM killer can clean they weapon 20-25 % faster... and make those downside work if the killer does not use any of their obsession perks.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/504424#Comment_504424

    The obsession mechanic IS the hint to the killer. And several obsession perks work differently for survivors based on if they're the obsession or not. Like this really is not a big deal, you're just being nitpicky.

    If you don't use ( as the killer) yes you know that ONE person has DS or/and MoM. At the same time, DS and MoM (the most use obesssion perks) work the same even if you are not the obsession and the other obsession perk survivors have are almost the same.

  • @Alfred said:

    They had to nerf it withing 24 hours after release...

    No 48 like fredy

  • @Bongbingbing said:

    https://forum.deadbydaylight.com/en/discussion/comment/503987#Comment_503987

    The Devs do make some questionable balance choices a lot of the time but MoM is one of the worst designed perks they've ever created, I think It may have been a decision made out of greed to sell Ash's DLC rather than ignorance. I just can't believe they thought it would be balanced the way it is. Either way, It doesn't paint them in a good light.

    Devs try to help the survivors as much they can. Just think the meta we are in no heal and instead of changing it the nerf thanatophobia the only perk that can punish survivors for not healing.

  • @Peanits said:

    By default, the obsession mechanic does not do anything, which is why no obsession will be chosen if nobody is using obsession perks or add-ons. The effects of being the obsession are purely based on the perks and add-ons that the survivor and the killer have equipped. Because of that, the effects of being the obsession can either be beneficial (the killer doesn't want to kill you, e.g. Save The Best For Last) or hindering (the killer does want to kill you, e.g. Dying Light, Rancor). Running an obsession perk increased your chance of becoming the obsession, which could get risky if the killer is using one of the latter.

    And again why you just don't take away the obsession mechanic from the survivor because do nothing and just give hint to the killer about those perks or give them o downside if the killer does not use any of they obsessions perk?

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/504327#Comment_504327

    So Killer-sided of you.

    Killers get perks like NoEd and BBQ which change a losing game to a win, and survivors have to absolutely modify their playstyle to play around these perks, and have no ways to counter it.

    Yet for you just because a survivor has a one-use perk like DS it has to carry an extra penalty?

    It's a good thing you're not in charge of DBD's balance.

    Only if you can counter those perk, oh wait you can and you don't even have to change your playstyle. BBQ just hide behind the gen you make or go to the locker for 4 sec, NOED you don't want to break all the totems fine just remember the spot as you run from gen to gen and if the killer has it visit them one by one.

  • @anarchy753 said:

    It's pretty annoying, a lot of survivor perks have lost their downsides for not being the obsessions, or never got one to begin with. On the other hand all killer perks have a bonus for survivors:

    STBFL reduces how much you'll get chased as it hinders the killer's perk.

    DL grants you huge healing boosts.

    PWYF keeps you alive because to kill you removes the perk.

    RM makes you immune to its effect, meaning you'll never be trapped by it.

    Rancor comes with a warning for the survivor as well as periodic aura reading on the killer.

    Every one of these comes with a hindrance so that they can't just be "good perks that use the obsession mechanic" whereas survivor perks have been updated to just be strong perks, and most don't even interact with the obsession mechanic except DS that weirdly makes OTHER people the obsession, getting them tunnelled down for RM stacks while captain crutch gets to get ignored.

    My point ty

  • @Mochan , @Mr_K So in other word in order to give some downside in those perks that can change the game from lose to win the killer has to use at least one perk that can give them the power to punish one survivors at the very end of the game and has to change his.her playstyle in order to make it works. Very balance so why don't we apply this logic to the killer perks make them ultra op and say you want to counter them bring the X perk and you may be good at the end of the game.

  • I do that's why i said this game is survivor side

  • That true devs help survivors 90 % of the time

  • I don't know if anyone is actually able to answer this question, but I'll ask anyways:

    Right now the only perk that shows you the exposed effect it MYC because it's for a single survivor so i guess it will work the same with the ghost.

  • @Milo said:

    I'm confused on so many levels.

    Make the legion great again, sorry. Make the Legion good

  • @Awakey said:

    @DarkGGhost

    If the Killer has no obsession perk, then there is no downside other than the knowledge you have an obsession perk.

    So we all know that to be the obsession when the killer doesn't have an obsession perk is just free +. I just want to know if the devs think that be the obsession, in that case, is a downside and if they don't why they don't change. For example, you can say that if you use mom AND the killer doesn't have an obsession perk the killer can clean his/her weapon 20-25% faster only when they hit you but if you have a different obsession perk you have a different downside and if you have two or more you combine them all of them.

  • @Masantonio and @StarMoral I ask what the downside when the killer doesn't run an obsession perk. And if you don't have any just take it away form the survivors and say to the killer that this guy run this kind of perk like the do it with every hex perk.

  • The reason i post this and i want the answer from the devs is because soon will we have to perks that change the obsession ( DS AND furtive chase). Right the survivors don't lose anything to be the obsession but instead, they gain more. The furtive chase can't work with any other obsession perk because either you have to hit the non-obsession survivors or you have to let the obsession leave ( remember me lose all the stack one you change obsession so it's useless).


    Ps, I will post this again at let we get an answer from the devs. 

  • You mindgame youself so i will say she ok for A tier killer

  • @List_of_concerns said:

    https://forum.deadbydaylight.com/en/discussion/comment/494548#Comment_494548

    @DarkGGhost

    I'm just guessing here, but I think you meant the Exposed Status Effect (not the Exhausted Status Effect).

    I'm not sure if it would be balanced for every survivor in the game to prevent the Exposed Status Effect. New Perks that could prevent the Exposed Status Effect would need to be tested on the PTB. Those new Perks would need to be balanced just like any other new Perks.

    Now, if you don't mind, could you tell me your opinion on something? Since you mentioned the Exhaustion Status Effect, let me ask you a few questions.

    First, let's go over some facts. The Huntress has two add-ons that cause every Hatchet hit to apply the Exhaustion Status Effect for either 30s or 90s.The Pig has an add-on that applies the Exhaustion Status Effect once a survivor has a Reverse Bear Trap placed on them. The Effect persists until a survivor manages to remove their Reverse Bear Trap. The Clown has an add-on that applies the Exhaustion Status Effect for 30s when a survivor is affected by an Afterpiece Tonic. The Huntress can replenish her Hunting Hatchets by opening any locker. The Clown can replenish his Afterpiece Tonics any time he isn't currently interacting. The Pig is the only killer, of the three, that can't replenish their specific "tool".

    With those add-ons, those three killers can potentially disable Exhaustion Perks for the entire duration of a chase. In your opinion, is the ability to disable Exhaustion Perks, more than three times per game, balanced? For this reason (the potential to disable Exhaustion Perks for the entire duration of a chase and/or more than three times per match), I don't understand why having a Perk that only prevents the Exposed Status Effect a limited number of times (per match) couldn't be balanced.

    Thanks for the reply.

    All those add-ons need skills to use or are limited ( except clown but he have the lower killing late so that say a lot). What you want is an easy way to play the game without trying to adapt and be better. I am guessing that you play killer mostly for the daily rituals and you know what that it's ok but you can say what the game needs without play the other side at the same level as the other.

  • In order to take the free stuff, you must complete some missions on both sides and even if you do you will get the stuff only for one side that you may no play. So this thing forcing you to play something that you don't want in order to get something that you don't want so you can have stuff you want in the future.

  • Tell me something do you believe that will be balance for the killer to stop all the  Exhausted perk from every survivors in the game up to 3 times per game ?

  • @List_of_concerns said:

    https://forum.deadbydaylight.com/en/discussion/comment/493817#Comment_493817

    @DarkGGhost

    They get bullied? Do you mean to say that it's more difficult to play as a M1 killer? Are you saying they experience, on average, lower win rates? I'm not sure what you mean. Could you be more specific, please?

    Thanks for the reply.

    You can only hit them with m1 so eat the loops and lose to most survivors with 2 cell brains

  • @List_of_concerns said:

    https://forum.deadbydaylight.com/en/discussion/comment/493548#Comment_493548

    @anarchy753

    "But that is the whole point of him, start weakened, build to a slightly stealth basic killer, then with work you reach a point where you're actually strong."

    First of all, not every killer can take advantage of their power in every situation. Michael is no exception. He is a stealth based killer in all Tiers aside from Tier 3. Michael starts "weakened" in Tier 1. Upon reaching Tier 2, Michael never goes back to Tier 1 (not even after Tier 3 expires). Technically, Michael would still be starting out in a weakened Tier 1 and reaching a point where he is noticeably stronger (Tier 2). That wouldn't be going away because of a Perk.

    "Having to stalk at the beginning of the match to be a basic M1 killer with half terror radius is not a power."

    Yes, it is. It's a power that exists in Dead by Daylight, right now. Sight and sound are the only default ways to know if a killer is nearby. Having a small Terror Radius is a direct counter to detecting a killer via sound. Countering one of two possible senses, at all times, is extremely powerful. I won't be convinced that countering 50% of default killer detection is not powerful.

    Also, what's wrong with being a basic M1 killer? M1 killers are still part of the game, still receive balance changes, and are still capable of winning games.

    Thanks for the reply.

    M1 killer get bulid very ez

  • When DS was reworked it had a stun time of 3 seconds and was later buffed to 5 seconds, I assume mostly because of the complaints that enduring made the stun time somewhere around 1 second.

    When the stun was 3 sec enduring have no effect so my guess is ether they will keep it 5 sec or maybe they will help the killers and make it 4. They say that 3 sec was to short.

  • @Mochan said:

    Actually like I said.

    The way the game currently works you are not encouraged to stealth. It is way more effective to loop the killer, then everyone else just gen rushes while the killer is being looped.

    This is precisely what killers are complaining about, and why they are requesting to make the game longer.

    I am suggesting a change that will fix both: it makes the game longer, and nerfs looping, so survivors will be forced to stealth at some point, because you cannot loop forever and you will eventually run out of palettes.

    Right now when a killer kicks the gen regression is -0,28 c/s if you make it 10x more that will be -2,8. The game needs a way to be slow down but devs don't do anything.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/485316#Comment_485316

    I find it dumber that the generator keeps regressing after a Killer kicks it.

    If you want to make it regress all the way keep kicking it.

    In my opinion Generator Regression should be taken out of the game, period. Just make generator times 10x what they are today, but remove the ability to kick or make gens regress.

    Longer game for everybody as killers like, but now Survivors have to be tactical about working on the gens. Looping isn't going to cut it just like that because you can't loop that long (there are no infinites) and palettes will run out, forcing survivors to rely on stealth to sneak repairs in.

    And where is the problem? The killer can kick only one gen at the time, as the survivor you can stop that very easy and fast by tap the gen. If another survivor runs the killer that means the killer doesn't stop gens. Lastly, this is a horror game you need to play smart you don't need to rush gen ( you will end up with 3 gen strategy) and have to play stealth in same point on the game.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/64073/generator-regression-should-be-change-2

    Technically, you are adding more time to generators because you're removing charges, which means survivors have replace them. Imagine I had 70 charges on a generator then the killer comes along and kicks it. After getting unhooked, I'll come back to a dead generator and now I have to replace the 70 charges I lost and another 10 charges to complete the generator. That alone is 150 charges to complete one generator (or to put it simply, 150 seconds). The reason why the current regression isn't a problem is because it's not removing charges fast enough to cause problems. However, I wouldn't be opposed to your second idea as long as it's only a solid 5% instant regression per kick because anymore, we would be getting a free baseline Pop Goes The Weasel and the perk would cause massive regression since it stacks with your base kicks.

    Then tell me how you gonna make the game last more in order the killer can play the game without the need of ruin. And yes it's may not be fun for the survivors to sit on the gen but is not fun for the killer ether to have the game last 5-6 minutes and have little to non-power to done anything.

  • @legion_main said:

    @DarkGGhost bru you are so one sided on this subject it is not even funny

    Ok thell me your ideas that are fair for both sides ?

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/475582#Comment_475582

    So how would you improve the map pressure for the M1 killers?

    They will not if was a survivors problem yes they will fix it in 1-2 weeks

  • @Peanits said:

    This would, essentially, allow you to kick a generator that's almost done and regress it down to zero in under 16 seconds. You could kick every generator that's been worked on and search the area and odds are it'll be fully regressed by the time you leave. Pardon the meme, but that's a lotta' damage. That would reward someone who isn't able to find a survivor since you would be able to regress a generator five times faster than they can repair it.

    On a personal note, I would be okay with a 1:1 ratio of regression, but anything beyond that is a little much. You should ideally be preventing them from working on the generators to begin with, not reversing it completely when you fail to catch them.

    OK let's say that the GR ( Generator Regression ) will be 1 c/s so a 99% gen will take 79 sec still to long. 2 c/s this will make it 39 sec better. 3 c/s that make it 26 sec and finally 4 c/s will be 20 sec. What i really want to suggest is make the GR work base on the survivors are alive.

    Is this bad too ? Because that way the original idea i post 2 months ago and get delete out of nowhere. Will YOU be ok with this or you prefer the game be balance as 1v1?

  • @AntiJelly said:

    @DarkGGhost well that should've been your original post then. Don't bait people with a stupid idea if you had intentions of a better one.

    I post this idea long an ago and for some reason get delete for the forum so i try the most stupid idea i could think.

  • @Tru3Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/475463#Comment_475463

    cuz killers get a huge buff and a some nerf on survivor and it dosent make sense

    What ?

  • @Delfador said:

    https://forum.deadbydaylight.com/en/discussion/comment/475487#Comment_475487

    Read my post again, I am not talking about survivors accidentally locking themselves up with 3 generators. I am talking about killer choosing the closest 3 generators and stay in that area the whole time. That's why I said 'game starts, doc goes to his 3 gens'.

    You have to deal with that situation and 5 charge per second makes it impossible against a doc.

    I give up, this is a huge waste of time and is not even gonna happen due to certain mechanics. Have a good day.

    With any increase the 3 gens will be "impossible" to do but it a way to play the game

  • @AntiJelly i write 5 sec so people come and discuss this i know 5 sec is too much

    OK let's say that the GR ( Generator Regression ) will be 1 c/s so a 99% gen will take 79 sec still to long. 2 c/s this will make it 39 sec better. 3 c/s that make it 26 sec and finally 4 c/s will be 20 sec. What i really want to suggest is make the GR work base on the survivors are alive.

  • when i play survivor i see where the gens are and most of the time i do the gen in the main building so the killer has to walk the a lot in order to see the gens if you are know how to fix gen you have no problem

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