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DawnMad

DawnMad

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DawnMad
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  • The point of those perks is to be reliable and not affected by things like Blindness, Undetectable etc. Also making them hide hook bubbles would also be crossing a line in Solo Queue.

    I would say Blindness doesn't need buffs, its purpose is to counter aura reading by survivors just like other status effects counter other things. The problem is that aura reading isn't used much by survivors so applying Blindness to them is usually not worth the effort or the investment. As long as second chance perks dominate the survivor builds Blindness will stay unused, no matter how we tweak it.

    As an example, personally I still wouldn't use any Blindness perks even if they implemented all your suggestions. It would still be an unnecessary investment because nearly no one uses aura reading these days.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054855#Comment_2054855

    It already does activate from every type of stun such as head-on or even firecracker blinds. It really doesn't have a use other than synergizing with like 2 other perks to get real value form it that is mostly niche.

    Oh I didn't know that, then disregard my example.

    This perks purpose is to change obsessions, no matter how you tweak it it won't be meta because changing obsessions isn't meta. Yes, you can put aura reading on it but why would you do that, there are already many perks much better at tracking survivors so this perk would still only be used by the people who wants to change the obsession. If what you want isn't to buff this perk but to have a perk that shows the aura of a survivor when they leave your terror radius, we can have a separate perk for that.

  • You want bloodpoints but still have a decent enough build for Solo Queue?

    • Dead Hard
    • Decisive Strike
    • Prove Thyself
    • We Are Gonna Live Forever

    You want an unhooking build to compliment WGLF?

    • Dead Hard/Decisive Strike
    • Borrowed Time
    • We'll Make It
    • We Are Gonna Live Forever

    or

    • Dead Hard
    • Decisive Strike
    • Borrowed Time
    • We Are Fonna live Forever

    Finally, you may also want to go for protection hits, here is my build for that:

    • Dead Hard
    • Decisive Strike
    • Breakout/Mettle of Man/Inner Strength
    • We Are Gonna Live Forever
  • The point of Nemesis is to change obsessions. Yes, we can add aura reading like this but no ones going to use it when they have much better choices for aura reading. If you want to buff this perk buff the obsession change instead. A simple way to do this would be adding more conditions for it to activate like flashlight stuns, Head On stuns etc. It is already the best choice to get multiple obsessions in a game though, so I don't think it needs a buff.

  • Only thing I want is the Unbreakable to not be consumed if there is a hex totem up. Right now Unbreakable, the one time perk, has priority over Soul Guard, the situational infinite times perk. This just completely removes the value of Soul Guard to me.

  • As a frequent Blight player, I can understand you not liking playing as him. He is very map dependent and powerless against pallets, he is not everyones cup of tea.

    He definitely has a lot of counterplay though, survivors just have to get creative just like the Blight has to get creative. Even going behind a tree can turn it into a 50/50 against his power. His 270 flick you mentioned also is very counterable, with many objects it's not good enough to reach a survivor behind it if they are actively trying to evade you. Maybe with the speed addons it can be very oppressive, which should be the case anyways.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053247#Comment_2053247

    I know combinations could be problematic but let's think about it for a second, MYC is not really popular and you still have to manage to M1 a survivor to have the effect of it so even if you have my version of CDG if you faill to loop properly well you won't get the effect, and also you need to be around the chase the survivor who's exposed, no one use's dragon's grip, no one, even when you don't get the effect you have the 80 seconds cooldown, if it wasn't the case it would be better, but since you have to wait 110 seconds to use it again, it won't be a good combo, noed like so many other people said, you can deny this perk before it even trigger, noed always been a dangerous perkl but everyone know this perk exist and everyone should do the totems when they see one to avoid this perk, everyone knows it, yes CDG with noed would be extremely deadly, but again, if survivors weren't rushing this badly and would spend 16 seconds 5 times to do the bones, it would never be a issue.

    Yes on those killers this perk would absolutely be meta, no doubt about it, I know i'd use it on myers 100%,most likely on wraith as well, every killer benifits from my version of CDG but some really more than others, but is it really bad to have a new meta after 2-3 years it being the same? also wouldn't it make the survivors try to play more efficently by knowing the more they do gens the more at risk they are so they must make sure to avoid doing mistakes.

    I know my version of CDG could be really strong, but new strong perks would be nice to have instead of constantly having meme/bad perks all the time

    That's 2 sides to an argument right here. We would have to see it in action to know it to be honest. Sadly devs aren't very keen on testing things before releasing them.

    By the way, you should put this in Feedback if you haven't already.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053214#Comment_2053214

    fair enough

    but dead hard is good from the start while my idea of coup de grace is like fire up where it gets better the more you lose the game, giving the killer more strength the closer he is to lose, most survivors have all of their perks active right at the start of the game while killer perks need some build up most of the time or sort of, I just want this perk to actually be good, hell it could be increased to a maximum of 20%, just a reason for it to actually exist, dead hard have a reason to exist, it is unfair and rewards mistakes, but it's a good perk still, coup de grâce simply sucks, making it different like how I proposed could make it viable.

    Yes movement speed and lunge distance is a big deal, but it's a a small ammount considering how 60% is right now, a maximum 30% max in the end game won't be a big big deal by itself, also the 10% on the first gen you'd barely notice it, most of the time it won't help you, it will mostly be around 3 gens that you will have more value out of it.

    Don't get me wrong, I don't think the perk would be overpowered on its own with this change. We would have to test it to see it. But an effect like this needs many restrictions because of how easy they are to synergize. If this perk was meta on its own, it would be game breaking with other perks like MYC, Dragon's Grip, NOED etc. Or combining it with the lunge of Spirit/Nurse/Wraith/Myers etc. Think of Save The Best for Last, it has a nearly as strong of a mid-late game effect with the drawback of not being able to hit a survivor the whole game to keep it.

    Also this would do a similar thing with Dead Hard where the killer can get easy hits in places he made a mistake and should not, I don't think that's good design. Lastly, with a change like this we would not get any other perk to increase lunge distance or combining these could get broken very easily, but we still probably won't, I just thought I should mention this.

    @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053214#Comment_2053214

    I got no problems greeding every loop with Dead hard. If you get a big enough ego with some of developer's loop designs, you'll eventually start T-bag every game at the exit gate.

    Weakening dead hard will not fix safe loop design. Looping will still be strong with or without existence of Dead hard.

    I also don't think nerfing Dead Hard will suddenly make the game balanced, but I still don't find it very fair. This needs its own post though, here isn't the place to discuss it.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053209#Comment_2053209

    yet you have dead hard to be even more greedy all the time

    To be clear, I'm on the side of Dead Hard getting nerfed. A killer can do the mindgame of the century and you can erase all of that with the click of a button, it's not a fair perk. But this thread isn't about it.

    Also it is pretty scummy that you are defending this Coup De Grace change with the existence of Dead Hard. From this comment you obviously also find it an unfair perk and your solution is to add an unfair perk to the killers too? Why not instead try to make the game better for both sides and everyone will be happy.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051983#Comment_2051983

    but survivors do that anyway while greeding every single loop to the max to maximize the waste time from the killer.

    A greed only works if the killer respects, with a permenant lunge increase even a killer who respects a pallet like a truck would be able to catch up easily. And this is only one of the many things a perk like this would do.

    Lunge distance is a sensitive area. Just like movement speed, resetting pallets, blocking windows etc. Thats why all these things are very hard to do even with perks, a perk like this is the counter opposite of this.

  • It's Bubba. No killer is toxic on its own, but if a player wants to be toxic Bubba is the most common choice.


    And most people chose Spirit, of course. It baffles me how many people don't know the difference between being toxic and being oppressive. Toxic means ruining others games with no gameplay benefit to you, how can a Spirit do this any more than other killers listed here?

  • It doesn't need a nerf or a buff, but it needs a change. The most simple way to put this is by an example of a killer that can randomly kill 2 survivors and make the other 2 escape with the press of a button. If you are thinking about balance, this would be the most balanced killer they could possibly add to the game, but that doesn't mean it's a good killer gameplaywise, because it's the worst one in that aspect. Now if we look at NOED, people say "just get out" but even then it basically guarantees a kill or two at the end of the game. Not an unbalanced perk, but definitely a scummy one because of the way it works.

    To people who says "just do bones": Have you ever tried doing bones in Solo Queue in a map like Midwich? Because if you are even suggesting doing all 5 bones by yourself then you have no idea what you are talking about.

    To people who says "its okay because it only activates at the end of the game": So it only activates if the killer hasn't already killed all 4 survivors and needs the perk, how does this makes the perk any less useful?

  • They wouldn't work the way they hope. With your examples, a team with 4 Jakes on separating on gens would be extremely common, so it would just make some survivors better than others. "No debuff" thing also doesn't make sense, by actively not choosing Jake you are giving up on 3% repair speed.

    But it could work in other ways, like if they had passives like Jake increases bloodpoints in boldness, Claudette on Alturism etc. Or maybe in other ways that don't have an as big gameplay impact.

  • I don't do anything toxic unless the killer or the survivors do something toxic first. If a killer is tunneling/facecamping from the start of the game, of if he is taunting one of my teammates you can be sure I will teabag the fun out of their game at every opportunity.

    As a killer the scummiest I play would be when I play Blight, and they bring a Swamp/Corn map offering. If they are ruining my game I won't bother trying to make sure they also have fun. Same goes with any other killer and Haddonfield. I don't do anything toxic but I will slug/tunnel a lot whenever I can.

  • @CyperX said:

    Casual console player here just levelling up killers , I tend to find matches and go ahead with the ones that seem not so toxic. Anyone here so the same ?

    How many times you all have to back out and search for a new match before playing an actual match ?

    If I see more than 2 flashlights I am out , also same goes for more than 1 or 2 toolbox I am out ( unless I am in the mood of using franklin demise) If I see then all ready up right away I am out...similar names I am out, all same characters I am out . Anyone here as picky as I am ? Lol

    You and I see flashlights in the complete opposite way mate. If I see one or more flashlights I get happy, because that means a survivor or two will just run after me all game not doing gens.

    Personally the only thing I can dodge is keys when I'm not feeling it today, or Medkits when I'm doing an antiheal build or using a killer like Oni. Otherwise anything goes.

    So just because people are bringing items you like to waste your and all their times? Bringing items is nothing close to toxic, but this is. You are trying to punish people for playing the game the way it is intended. If that's too much for you bring addons, don't resort to childish tricks like this.

  • It's said that there is actually no matchmaking, then I consistently see 3 yellow ranks and 1 red rank from many people here and that makes me think. Is there actually no MMR or is there one but it's so bad that it would be better if there wasn't? Because if there actually wasn't, it would at least be randomized, but this 3 Yellow + 1 Red is just too common.

  • Nerfing SWF would just discourage people from playing together, and buffing killer just destroys the already awful Solo Queue experience. What should be done is that survivor information should be buffed to close the gap between Solo and SWF and with that we can then safely buff all killers.

  • I used to find just as much DS, DH, SB and such, and even more campers and tunnelers in around green ranks when I came back from long breaks, if your problem isn't the difficulty of your games but the quality of your matches, I find the best ones are around red ranks for survivor and purple rank for killer. A "Chill mode" would be a worse version of both in my opinion.

  • It is already seen as that by most good survivors actually. It's just not meta enough for most people to run it, but it's an amazing perk that used to get many nerf request threads by salty killers in this forum daily.

  • I love the Lightweight, Distortion, Small Game, Leader changes, maybe some with higher numbers, but;


    • Autodidact needs a guarantee, a percentage increase is still RNG dependent which shouldn't be. Maybe a gurantee skillcheck at midway point each heal, once per heal.
    • Mettle of Man would be overpowered like that. You can consistently get 1-3 extra health states a game with an unhooking build.
    • That's how Flip Flop already works?
    • Lets not have any perks that removes sound when on the ground. It's not overpowered or anything but reaaally annoying as the killer.
    • Open Handed is already going to get that buff.
    • That Poised buff wouldn't do much at all to be honest, maybe also add removing injured sounds and blood pools like a couple other perks.
    • That Slippery Meat is overpowered, speed bonuses are very strong and should never be given that freely.
    • Camaradie change doesn't really buff the perk. It's fine though, it's used a lot in tournaments.
    • Sole Survivors problem is that it relies on losing in a way, I would say it needs a whole rework.
    • Solidarity change wouldn't do much. If you are healing alone it would still require 2 people and if you are healing with a third person you would need 3 people instead of 4. Main thing this perk needs is an indicator on nearby survivors like We'll Make It.
    • A good way to touch No Mither is to make it so the killer doesn't see you are broken and you start the game healthy.
    • That Vigil is basically old exhaustion, waay too overpowered. Vigil is fine as is, the problem is how unpunishing most status effects are.

    I'm indifferent about the Deja Vu and Wake Up changes, those speed bonuses are always a dangerous territory so I would have to see it to judge it. Also the Stake Out change is okay but I think its good as is, it's a perk that speeds up every action basically.

  • @malloymk said:

    I doubt it willl happen for XBox and PS4 ever. But I'm a pessimist. I'd love to be wrong.

    You win either case. If it doesn't happen you are right, if it does... hell yeah!

  • If you just started to play here are my recommendations:

    • Always have one exhaustion perk. Sprint Burst is an amazing choice if you know how to use it effectively (like 99ing or saving it when necessary, not walking around everywhere).
    • DS is a good choice because of how few Solo Queue survivors run BT and how many killers you will face will camp/tunnel. Unbreakable is also a good choice because of similar reasons.
    • BT, Kindered and Bond are all good perks to basically carry your team. You can also try Prove Thyself since most Solo Queue players aren't smart enough to split up on gens and usually follow you around.
  • I recently tried Monitor and Abuse + Infectious Fright on Blight as a gimmicky build... and ended multiple games with 4 people on the ground at 4 gens. I am sorry to all the survivors included but I wasn't expecting slugging like that to work that well, I no longer use that build.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2045746#Comment_2045746

    Lol. How does one “bully” with a key? That makes zero sense. How many people actively taunt you with keys?

    Bullying isn't just taunting. 2 survivors getting hatch after 3 gens are complete and making fun of them in the endgame chat is also bullying, which is a very common thing I see.

  • I play Blight a lot and I get Lery's a lot. Pretty annoying map for a killer like this but at least I can do some mindgames I couldn't do with other maps because of all the LoS blocks. If I faced 4 very good survivors though, it would suck.

  • I would say most of these can combine into 1 thing, action indicators. Lets have icons next to survivors names like you said with chase, but also including doing totems, doing gens, opening a chest, opening a door etc. This is already basic information people get in SWF and it would even remove the need for a totem counter, which I still agree should be a thing.

    I am doubtful about the Kindered one since it is a very strong perk, it makes looping in a 24 meter range from the hook very easy even in SWF and more. Maybe instead let's give survivors on hook to give different warnings.

  • Hag and Trapper are territorial killers. You don't have to protect only 3 gens, but also don't spread out your traps too thin. Knowing where to trap and what chases to take are things you will master as you play her.

  • I think Victor is an overall bad design currently. Even if they made him recallable instantly this is usually what would happen against smart survivors:

    • The killer starts chase with a healthy survivor, he would use victor to get an easy injure.
    • He would recall and resummon Victor instantly while the survivor makes distance, Victor would get a very easy down since he is really damn fast, but it would be on the other side of the map.
    • Now the killer would need to go all the way there, pick him up and hook him.

    What this means is that he would have the same problem with Deathslinger, he would be uncounterable in chases but still balanced because of his downtimes. The time he would spend going all the way to the survivor on the ground and hooking him wouldn't be much different than just chasing him normally. No chase interaction, just a downtime simulator. I think Victor would need a complete overhaul for this killer to be fixed.

  • I usually tryhard when I see keys, usually with Devour+Undying+Ruin or something similar. I don't dodge keys because I'm better than most other killers those people face (not trying to brag, most killers aren't very good at the game) and I would prefer them wasting the key on me than use it to bully someone else.

  • No I don't. Your friend really needs to take this game less seriously, I couldn't stand playing with a person like that after a day.

  • The main pressures any killer can cause are injuring, hooking and slugging, increasing in that order. Other smaller methods are pushing them off gens so they have to spend time running to another one or chasing them, which also wastes your time so not beneficial to you. Other ways of pressure caused by specific situations are mending, cleansing and searching jigsaw boxes.

    For example, this is why Deliverance is such a good perk, it completely removes pressure from the survivors after you are hooked since no one needs to spend time running to you and unhooking you. Medkits are also better at time saving than toolboxes because of this, it hardcounters the most common pressure of healing.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041597#Comment_2041597

    Nemesis changes the obsession when being stunned or blinded, how does this encourage tunneling?

    Why would an at least a little decent survivor drop a pallet on a killers head if they know that will give them a speed buff? If this was implemented, in the games against good survivors after 1 person drops it on you and calls it out no one else will do, so you will only really get value from this perk if you tunnel one person.

  • Not using it also works apparently, as long as it's never opened you don't get the bug.

  • This same issue happened to me in both DbD and Rust, so I don't think it's a DbD related issue, trying disabling Steam Beta right now.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041887#Comment_2041887

    I never said leaving survivors to hit stage 2 is a strategy I said proxy camping is and I stand by it.

    Yeah I misread that, I fixed my wording right after.

  • @Bwsted said:

    I don't know what Tru3 said. I'm half in agreement with your reasoning and half I disagree.

    It is true that currently, by camping the first down to death, it's possible to get an almost mathematically guaranteed 2k at the bare minimum against an optimal team who stays on the gens and gets out. Especially, if noed is in play, since there won't be enough time to cleanse as well. I could post a video of this happening just yesterday if anybody doubts it. Although, it should be a fairly well-known design flaw by now.

    On the other hand, removing the timer altogether could backfire by relieving the survivors of too much of even the legitimate pressure there should be to unhook.

    Maybe a middle ground to start testing this would be to lengthen each hook stage to 1m30s. That would punish outright campers without impacting too much killers who keep pressuring the gens.

    Another possibility would be to unlink hook stages and the timer. So, the survivor would be sacrificed after 2 min total on hook, or when hooked the third time. Whichever happens first.

    There are a few options. Although, I do agree that it is a legitimate grievance. Especially with the plethora of insta-downs, BT circumventing and hook grabs, camping from the beginning is not only rewarded, but almost encouraged.

    I don't think it would remove the pressure to unhook since they still need to do it, not doing it means they are one person down until they do so, but I may very easily be missing something so I definetly agree with 1m30sec thing, I think that would be a perfect spot for the hook timers. Enough for 3 people to do 5 gens if the killer hard camps.

    @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/236560/removing-hook-timers

    numerous times I have been patrolling gens and the guy i hooked on the other side of the map hit 2nd stage. Its a punishment for survivors that dont care about their times. Also proxy camping is just a general strategy killers use and I see no reason why it should be nerf. its like saying you should nerf splitting on gens

    Leaving a survivor and hoping their teammates let them hit stage 2 is the survivors throwing the game, it's not something to rely on. You will never see this in a coordinated team who knows what they are doing, unless you camp.

  • @Firellius said:

    "Currently, unless a survivor is playing with potato teammates, hook timers have no purpose other than to give the killer the option to camp."

    (I wish this forum had partial quoting)

    That part isn't true. It also serves to put pressure on the survivors to actually go get the rescue. Losing a hook state to being left hanging is a pretty bad thing, equally bad as just being hooked again. Without a timer, survivors would just leave the other person hanging while they do gens.

    Yes but if the survivors waited longer than usual before rescuing it wouldn't be harmful to the killer. He could go for another down as usual and if the survivors stayed on gens there would be 2 people on hooks, so they would be putting themselves in an unnecessary risk. It would definitely change the way people play but I don't think it would be harmful to either side.

    I know this won't even be tested but I want to put the idea in some peoples heads. Hook timers promote the worst plays for both sides.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041597#Comment_2041597

    We need a wiki page for meaning of tunneling for people like you

    Please explain to me how a perk that rewards going after a single person more than others not encouraging tunneling, and don't tell me "The perk changes obsessions" because survivors can easily drop pallets early.

    This was the case with old Dying Light, and this would be a smaller but the same problem with this change.

  • No need for a new perk that encourages tunneling.

  • I don't think this is hatches fault, but more so sluggings fault. A "Give Up" option after like a minute or so on the ground would fix this. This was worse before the hatch since survivors would just hide around doing nothing after everyone else is dead.

  • @Mooks said:

    So you would be mad at BHVR if it turns out that it’s only Sony‘s fault and BHVRs only ‚mistake‘ was that they want to release the Chapter at the same time for all platforms?

    Looking at their past record, anyone would assume it's BHVR's fault. They need to have a better reputation first before people will stop blaming them for things like this, they have made delays like this in many occasions without any changes or fixes so this is likely another one on the list.

    @grayon444 said:

    However,

    I will honestly lose my ######### if they ''delayed'' it just because Sony couldn't approve the new update.And they literally didn't fix anything.I really hope this whole thing is for a major Trickster buff, but knowing Behaviour is who we are talking about i won't be too hopeful.

    If they were fixing the Trickster they would have likely already told so as a damage control, so many people are pissed about it as usual. This is likely just another delay.

  • @Gl1TcH_8727 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2040297#Comment_2040297

    Ok, Ok I hear you, But if I wanted to prestige then would it be best to save up to 1Million?

    There is literally no point in saving bloodpoints, if you are going to prestige a character and you want to make the most out of them use up their offerings and items first. Also you should always have a backup character that has enough perks for you to play with if you are planning to prestige your main.

  • All survivors have 3 perks that are only usable on them until you unlock that perks "Teachable" (orange) form in their bloodweb at levels 30, 35 and 40. After that you can find those perks randomly appearing in any other survivors bloodweb too. If you unlocked Self Care (the perk you are talking about) teachable in Claudette's bloodweb now it has a chance of appearing in every bloodweb page, if you want it on Kate just go through her bloodweb and hope you get lucky soon.

    If I wasn't clear enough, here is the wiki page: https://deadbydaylight.fandom.com/wiki/Perks#Unique.2FTeachable_Perks


    By the way, I don't think you should rely on that perk much, it's usually frowned upon by community because of how time wasting it is and how it creates bad habits. But it's your game, your choice.

  • It was a map with 20 god pallets and now it's a map with 20 god pallets and useless breakable walls. I don't the devs who thought that was an improvement should touch that map again or it will be worse than Haddonfield.

  • 4 Medkits and I'm not an m1 killer so I can't bring Franklins. Even if I have 2 survivors on a hook at all times the gens will be done because of how much time they save on healing. Medkits are the strongest item in the game when it comes to time saving.

  • Both sides take a little time to reach their actual speed, some very good survivors don't stop moving in a loop and instead make circles so they can start moving immediately when the killer does so. That's why spinning is a thing, otherwise survivors could easily switch directions without the need to "360".

    Also lunge distance is based off of current movement speed too, so if you want the highest lung distance don't attack before or immediately after starting to move.

  • @undoredo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2036986#Comment_2036986

    Yeah, but right now the luck is literally working against the user. It's better off at least working in its favor. I feel like 3 tokens and +20% is better but almost makes the perk? A bit too good? Not sure, but I can see where you're coming from.

    https://forum.deadbydaylight.com/en/discussion/comment/2037254#Comment_2037254

    Right now I'm getting 0 - 2 skill checks per heal, and two or three heals. Therefore, with this idea, with three heals, I'd be guaranteed 3 tokens, meaning the perk will not help me at all because at the point where it's supposed to start helping me I'll either be dead or escaped. If this is the case it awards not going gens and prolonging the game.

    https://forum.deadbydaylight.com/en/discussion/comment/2037705#Comment_2037705

    Thanks

    If you want faster heals in every heal use Botany Knowledge. Autodidact is supposed to be a lategame perk, even a single survivor having it in a coordinated team near completely removes healing pressure in lategame. Its main issue is how RNG dependent it is and how some games you fully heal 1-2 people with no skillchecks. It would be a completely fine perk if we just fixed that RNG, it doesn't need any buffs.

  • @Yords said:

    It does conceal breathing already for some reason.

    It's because the survivors don't have breathing sounds when they are injured, but the breathing is a part of the injured sounds. When that's gone you just don't hear anything. So you could say Stridor also increases breathing sound when injured too.

    @gendoss said:

    If Stridor makes injured and breathing noises louder why doesn't Iron Will do the same thing? I hate how loud Ash's normal breathing is and how you can literally hear it through walls. I don't even think this would be that crazy of a buff just a nice QOL thing.

    Let's do the reverse and stop IW from removing breathing sounds while injured since it's would already be strong enough without it. Like someone else suggested above Calm Spirit would be much better for it.

  • Lets just guarantee an extra skillcheck in the middle of each heal, once per heal. Would make the perk less RNG dependent.

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