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Deadeye

Deadeye

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  • @KornySon10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1106096#Comment_1106096

    I think it's going to be best to use the hook for a finisher instead of for regular hits. Doing it twice seems like it will take too long.

    I'd play him as M1 with monitor and abuse, maybe with something like sloppy to encourage people to stay injured, and use the hook to finish off injured people trying to run for loops.

    In my head it seems like he will be very strong with a hit and run generator pressure playstyle, especially because once you carve out some deadzones people will get murdered way harder than huntress because huntress is always humming so they will be on alert.

    That depends. If you can land the first hit quicker because you know you won't catch up to the survivor before he reaches the next vault, it doesn't make sense to wait with the shot.

    @Coder yeah that's what I said. Long range attacks are not reason enough for 110% movement speed. And I think @Echelonia was talking about abuses where you cannot reach the survivor anymore. You cannot pull survivors out of windows, but when they drop on a rock that should not be reachable and the killer cannot walk on that rock to pick someone up, the Gunslinger instead can pull the survivor down and hit him, then pick him up as usual.

    @ColgateAdvancedWhite nope, the harpoon isn't insta. It is fast but not insta. That would actually make him viable, but noone would accept that as 1t H4s n0 Coun+3rPl4y. And if you do a 20m shot, there will be pretty sure be any obstacle in the way that the survivor can use to break the chain

  • @KornySon10 you don't need to pull someone off the balcony. Injured is injured. But instead of that, you can dodge the hit twice. Either by dodging the arrow or afterwards by breaking the chains.

    @Coder 110%ms is ok if you have some map control tool, like teleporting with hag/nurse or the spirit phasing. Long range attacks are simply not good enough as you need LOS to make use of that :/

  • @Almo said:

    Camp anyone you want. Just be ready to watch for the occasional smart Survivors who use the opportunity to escape. :)

    Or watch raging survivors throw the game by doing the hook exchange without BT or something. All happened to me :P

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101862#Comment_1101862

    Not a lot of coding* a lot of animations. the coding would be the same across all killers, just as it is with pallet breaks. and with killers that use standard breaking animations, they would share the wall breaking animations (ie trapper, micheal, hillbilly, etc) with height and weight tweaks so that the positioning of the animation is right based on their charecter model. Ie not the coding that takes a long time thats the short bit.

    Making toolboxes more impactful, yet drastically reduced usability will limit them depending on how drastic that is. i only hope they account for using streetwise/killers using unnerving presence. I'm thinking (Following how past sabo penalties worked and other things) that it would probs be something like a 3:1 ratio. or whatever. 80 charges would be a full gen at 1.2 speed now (with a brown toolbox), but we'd probs see something like, 26/27 charges, and 1.2-3x speed. ie its much much faster, but you'd do only a small amount of the gen (like 33% similar to a brand new parts 25%)

    TLDR for that section - it would increase survivor pressure a lot if done right, but can only be done once. also can be negated by applying pressure yourself. Also with franklins, removing 10% of a toolbox on hit will be HUGE with this change. Overwhelming presence will be NUTS. expecially in 3 gen situations, as the survivors will not be able to use toolboxes at all, essentially removing them from the game.

    If they even made the charges on a toolbox lets say half at 40, for clean numbers sake. and then use overwhelming presence... that makes the charges 20! 20 charges of a toolbox ie what would normally be 20s. even if it was double the speed for the toolbox, at 2x. making the 20 charges done in 10s, that would mean you just used your entire toolbox in 10s for what is the equivalent of 1/4 the generator.... And we know they wouldn't make the toolboxes work at double speed as that would be absolutely broken. how can i prove this? if a 40 charge toolbox was used on a gen at double the rate, you would effectively spend a full 60s on the gen, which is already way more then a normal toolbox speeds up a gen by now.

    Ie this is very much a toolbox nerf. and a overwhelming presence/franklins buff ironically enough. Even if you have max addons on a new toolbox, the most impactful time to use them would be in end game to prevent 3 gen strats. to quicken the endgame from stagnating due to killer pressure.

    Gen rush is dead. Optimal play is required to use toolboxes to provide pressure now.

    Two points to correct, as they said the overall bonus from toolboxes will be less than before. So, if you need 60 seconds with any given toolbox now, you will need 65 seconds after the change for example. But the 15 seconds buff will be finished within 5 seconds for example (that would be like the BNP effect, so bad example, but you get it).

    So first: Franklins will actually have less impact. It is less charges, so less loss after a hit. As the overall progress will be less you get from a toolbox, so the increased speed bonus overall, that you beat out of a toolbox, will be less as well.

    Second: Also to your calculation with the half charges sample: that won't be the case, the overall bonus in seconds per gen will be less than before, so "which is already way more then a normal toolbox speeds up" will not be happening

    I'm also pretty sure that new toolboxes are stronger against low map pressure killers. You will still have 1-2 gens pop if you don't run into at least 3 survivors in the beginning. So the first gen pops until the first hook anyway, without toolboxes. Normally then the second gen pops after the second hook. And after that, when the killer normally starts to put some pressure and having constantly one on the hook and one in a chase or unhooking, then you can use the toolboxes and the next gens pop fast too. At least that is my fear. Let's see how it works out, but I'm starting to think about playing nurse with Surveillance/Ruin...

    And genrush isn't dead, pretty sure.

    @Dead_by_David17 at least your comment is not benefitial at all...

    @Pythonheir did you notice that the difference of keeping the items is now like half a charge that you can spend more than before? you could stop using the item before it is empty. that's really not that horrific. Especially since you gonna lose all your addons now... And regarding the hook sabotage: we STILL don't know anything about numbers. You might be standing at the right hook by chance, if the killer doesn't walk to your hook, you won't be able to run with the killer and tap-destroy the hook, pretty sure. So let's test this first and see how ez it will be to bully the killer.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102249#Comment_1102249

    Bills age then. I don't care tired of all these little girls. Give me a badass mom in her 60s.

    Some Rosie Perez from Birds of Prey style, hell yeah!

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095436#Comment_1095436

    I didn't say toxic campers or tbaggers are a reason to disconnect, thats a little different to all 4 being intetionally left to bleed out.

    I do think toxicity in general needs to be addressed though.

    Ok so you keep bringing a single situation as argument I have never seen before and I highly doubt that you encounter regularly, like at least once a week, and want to justify DC or remove the penalty for that one super rare thing and let go all of the other dumba** DCs the whole community needs to deal with?

    In a post before you wrote "Let me be toxic and get away with it". I could bring this up to your POV now as that's pretty much what you request here

  • @ClickyClicky said:

    Also remember "no good reason to dc"

    https://clips.twitch.tv/BusyCloudyOrangeBabyRage

    https://clips.twitch.tv/BusyCloudyOrangeBabyRage

    Should have seen them in game. After they got caught they were pretending to run at normal speed, but slightly boosting forward dead hard style when near a pallet/vault multiple times per chase. 100% luck on kobe and self-cares in about 5 seconds 😂

    I've had players like these from time to time. They try to hide their hacks but when you have so many hours on the game you KNOW how fast characters should run and you know when something feels off and it isn't lag. They're always a little ahead. If tru3 wasn't using Wraith he wouldn't have caught them off guard like this.

    Still no reason to DC. Report them, they get banned, won't happen again for some time.

    Regarding my comment, I never said you do tbag. But if you want "toxic" campers being a valid reason to DC, the same should apply to tbaggin survivors. As @johnmwarner said, there is always two sides. And I'm pretty sure, if killers DC on tbaggin survivors, you would be laughing, despite your own DC ruleset on toxic killers

  • The chains reminded me of SLoth from the goonies. Want that

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095129#Comment_1095129

    It was referring to killers that slug everyone. There is nobody to pick you up at that point.

    Unbreakable is a one time use. I'm bringing it now, however its funny when killers say bring it, genrush, run ds for tunneling, run BT for camping etc etc yet then they rush onto the forums to plead for nerfs to all of these lol. Nerf BT! Nerf DS! Nerf Unbreakable! nerf genrush!

    Perhaps now you understand why all of those perks exist and why they're so strong.

    Ok, assuming I'm killer main? I'm 50/50 and currently more like 70% survivor. That's why I said I can't confirm the slugging happens very often. Would be easy to say if I just play non slugging killer... Letting 4 people bleed out I have actually never seen at all.

    As you didn't comment on my first sentence I guess you agree to ban tbaggin?

    I really don't see many complains about BT or if I see they are not really well thought, and I can't remember to see any complains about Unbreakable. Regarding DS, this is abusable and there are already good ideas to tweak it without losing its main purpose. And for gen rushing, this is difficult to address, also regarding the "do gens on campers". But with the trial warmup we have finally a good idea that would fit in perfectly for all situations.

    Btw if the killer does not explicitly run a sluggin build, it is not that hard to counter a 4 man slugging. It is normally survivors fault when this happens, like getting downed all in one place, so "guarding" the slugs is easy. You don't even need perks against this slugging.

  • @n000b51 said:

    I supposed you was playing this way as killer because you was defending killer gameplay by this single sentence.

    You can ignore my message if you are upset by these simple but true words, but you can't go ahead about DbD since this game is already on bottom of the wall and I'm convinced you already know that.

    Still in games, behaviours can break rules & things. DbD is the best example.

    If you want explanations: Hooking survivors near 99ed gens kinda forces killer to camp, BBQ and Thrilling can give you even more information that "camping" might be a good idea then, so do scratchmarks and stupid survivors revealing themselves by any other ways. That's about camping "strategy"

    You are probably talking about facecamping for no reason. And that, as said in like 100 other threads, should force the survivors to rush gens to punish the killer behavior. People complain about NOED rewarding bad killers? So does DCing. Hang in there to give your team the time needed to finish the game and flame in chat as you like, when you need it. But don't DC

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094555#Comment_1094555

    Could still use a totem counter for survivors. Or a perk similar to TotH that has a totem counter built in. Solo survivors have a much harder time with ensuring totems have been done. A simple perk, or addon to an existing perk, would do wonders. Would truly be no Avenue of complaint then.

    Detectives Hunch pretty much gives you a minor totem counter. You have a pretty big radius to see where and if totems are still left. All you have to do is to be at the right edges of the map when 3 of the 5 gens finish, and you have complete awareness. I run that with Inner Strength and have almost no game where I run into NOED. And they said they rework Small Game (at least it is on the list), maybe it gets a totem counter. But for now, if you really struggle with a single new map, where it is normal to learn the totem spots for some time (until you can find all of them within a minute), just run Detectives Hunch

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091129#Comment_1091129

    So basically "let me be toxic and get away with it"

    Killers can keep making survivors bleed out "for the lulz" but don't cry when something comes along that changes that.

    Hell yeah, while at it, lets ban every survivor that tbags and does ClickyClicky cuz it is toxic af! Equal treatment to everyone!

    That quote is ridiculous. And the lulz would reduce if survivors finally learned to punish bad killer behavior. You can pickup slugged survivors and go on, if the killer camps slugs or hooks rush gens. It is really that ez. Just hang in there for your team, wasting the killers time and flame him to hell in post game chat if it helps you. Ragequit never was the solution and awards the killer. And if you really face this situation SO often (which I really cannot confirm) then you should maybe run anti slug builds

  • Same, I don't like it

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091747#Comment_1091747

    Yeah they are asset swapping here to increase production time - not a bad thing. I suspect a variant of one of the newer maps like yamaoka or ormand. Although the game only has one variant as far as i know.

    The Game is not like Coldwind, McMillan or Springwood with multiple variations of the same map, so we could get another game map. Who knows. We do have a few standalone maps like haddon

    I'm not sure about the indoor maps, they are kinda unique. And two of them are licensed, so not sure if they would reuse them (or even can) for other killer themes. And Yamaoka was just recently reused for the Oni.

    Springwood is the only "same version" map since the rework, which is the only thing I can imagine for Haddonfield, game and Hawkins. But that would be a thing for a midchapter patch map rework. MacMillan, Coldwind and Autohaven have each 5 different maps, with different key buildings and base layout. That is not an rng thing.

  • Could also be a new Crotus Prenn, Swamp or Ormond map. Because they have less programming to do when they reuse map elements. Like they did for Plague and Clown. I personally would like the swamp (if not too big) or a new map of course :P

    The teaser made me think of Sloth from the goonies, maybe Brad as survivor XD

    But I can'T imagine we really get a wall breaker soon. They would need to rework every map to include the wall breaking elements. If at all, they might be including that for Lerys at first step (where the wall breaker myth comes from) and go on with other map reworks until they can afford to bring in a wall breaker killer on every map.

  • Letting him start with all his traps would actually be a minor change and really give him a good boost. Nothing to worry about balancing. He still needs time to set his area which wastes time. Minor change, huge effect. Would be great if there is a calculation how big this change would be for developers and if possible, add it to the next update

  • I would favour that definitely. I would also add a rare / ultra rare that catches you in the trap when you fail a skillcheck

  • I think I can remember seeing someone that should have Insidious and was still visible, but I'm not sure if he was moving too much or just looking around. From the new Undetectable status description, Insidious should hide your aura, also against Kindred. But it doesn't help anyway. Even if Insidious hides the killers aura, you can see him standing there and disappear, because he needs to stand still for at least 2 seconds. And that shows you he is still there, until he moves again, becomes visible again and walks out of the radius to disappear again. The killer could only choose to walk 16m away from the hook and get Insidious active from there

  • Quake Champions also unlocks one or two characters for some days to test, and the free to play characters rotate every few days. They are not purchased with money though. But I would like an approach like that. Because on other platforms than PC you cannot test on PTB and regarding the Oni, the changes from PTB to live were that impactful, that I didnÄt like him anymore when I started to play Oni. I really hated to go for the adept and since I got it, I didn' play Oni anymore. Currently I would just go for shards on non license chapters because of that.

    From company view though... they got my money on a chapter I dislike, which I wouldn't have bought with a live test option. So...

  • @Mistikus said:

    in my opinion survivors and killers should have blocked perkss to trully see and judge power of killer

    Well, that's one side to test. As I already said. But that's most likely not what you will see in the live release after a few weeks. Noone really plays perkless except just a handful of really strong killers. And if the basekit is fine but gets OP with several builds, you need to rethink. Did you want old Legion come back with Nemesis introduction? This flaw was revealed during Oni PTB

  • I think reducing the timer is not necessary, deactivating on locker/gen usage or when someone else is hooked should be sufficient.

    It is definitely annoying if you get hit without tunneling or when facing the default abusings like hopping into a locker or getting grabbed on purpose while unhooking, to take the DS and unhook anyway, because the 5 second timer buff (to counter nerfed enduring) is still up and gives enough time to unhook and escape. This s*** has nothing to do with tunneling.

    Countering DS at the moment is pretty much a waste of time. You don't know if you have one or 4 DS in the game. I personally just eat it when I don't have another target to get rid of it or find out that I got lucky. Or I slug if I have another target, if I even go for the tunnel, when I have another target early enough, I just let the possible DS guy run.

    I would prefer that DS nerf because it is picked so often at the moment and primarily abused (or maybe 50/50) and that sometimes causes me to tunnel when I don't see an obsession in the game like "wow, you're safe to tunnel, gotta take an advantage from this". And that's somehow stupid and causes "ez" games and unfun for survivors. Sure I could just decide to not do that, but if you just got DSed 3 times for several games it is just too tempting to relax for that one match. And with the nerf it would become less meta, less stresful, still offers its intended use and make me less tunneling on non-obsession games :P

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081866#Comment_1081866

    Unfortunately, you can if enough people decide it means something different. That's how languages evolve over time. Right now, half the community use a certain gesture to mean one thing, half of them use it to mean the other, and since you don't know which camp your teammates fit into, it's no longer possible to communicate clearly one way or the other unless you agree on a method of communication with those specific people in advance.

    That's why I hope the latest 2 threads bring us to common sense again.

    @MysticMusician yes, it used to be. And currently sometimes peole just get bored and do the only thing they can do in that situation ^_^'

  • There was just recently another thread with this question. I think common sense was that we should focus on using the same "speech" again to iron out one of the solo survivor flaws :)

    Flapping should mean "killer camps", do gens. Doing the unhook like 90% and stop means "help me, other is in chase / noone else coming". Hope we can implement that :)

  • Prestige is totally unnecessary if you don't grind enough. If at all, just prestige your main survivor, that's all. Especially for killers, I would recommend to not prestige them and just get all the perks per killer.

    Prestige is a relict from the first year where you had no cosmetics and just 4-5 killers. There is really no reason to reset your progress

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077896#Comment_1077896

    https://forum.deadbydaylight.com/en/discussion/comment/1078725#Comment_1078725

    I mean both say they're tied to the terror radius. So removing your terror radius and giving it to someone else, it would make sense that the bits of the power tied to the terror radius travel with it, no?

    Sure it makes sense, but as I said, just regarding the perk description. Having the doc blast a shock somewhere feels kinda strange.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076581#Comment_1076581

    Out of curiosity, how is it weird? If docs static blast gets transferred with DD, which is a part of his power, then it makes sense that the bit of Legions power that works with the terror radius would also be transferred.

    I'm actually quite confused that it works with the doctor like that. Sure, thinking about the DD mechanic it makes sense, thinking about the doctor it totally doesn't

  • @FabsRinas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069842#Comment_1069842

    One simple fix I've seen for this exploit is to put a natural time limit on it, something between 80-120 seconds.

    Yes, the game will still take a bit longer than what it would now, but at least it isn't double (assuming the 50% slowdown).

    Yes that would be necessary, as with a cloaked wraith or killers looking at a wall, you cannot start chases

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072685#Comment_1072685

    Okay, makes much sense that the people with toolboxes are in the deadzones, rdy to use the toolbox at some point in the game. You act is if you get to choose which survivor you can engange, you find one and that is probably not going to be the person that has a toolbox. People who do use toolboxes, actually do split up and do multiple gens at once. By the time you will be able to go after other survivors, toolboxes have been used so your cool perk did exactly what? nothing

    Also stop tryin to bring in other items and justify franklins use on toolboxes with the effectiveness against keys. Don't know what survivors you do play against but hey, sounds legit that you have the time to check some deadzone if there is a survivor who takes back his item when you should be in a chase but ok.

    I said when I use Franklins and what happens when I do. If you have such a problem with me being too detailed, just cut the keys line, doesn't change what I tried say. I'm just describing what happens when you use Franklins against items that the survivors don't want to give up.

    And deadzones are created by dropping pallets around there, where you get the hits -> where the toolboxes are dropped by Franklins. And survivors that don't give up their items get back to these deadzones.

    "People who do use toolboxes, actually do split up" Alright. So you never saw people sitting on a gen with 2 toolboxes to push it through in 30 seconds? And if I tell you that I see exactly that, you probably tell me in what ######### ranks I play, making your generous "all survivors play identical" argument valid again. So I guess I just don't argue with you...

    Btw when they split up, there are 4 of 7 gens being worked on. Means you find them quickly and have a high chance to interrupt them, getting multiple hits. Even better regarding the usage of Franklins. And just to remember: I don't say and never did that Franklins is the ultimate toolbox counter. I just said that 4-toolbox-spam groups tend to love their items and screw up themselves to keep them. That's all.

    Looking forward to your salt and where you find spots to pour it on.

  • I don't get your plan. DD just works with basic hits right? And that consumes half of your power gauge. So you first need to wait until your power is back, then find someone to use Frenzy on and then make use of the KI? Isn't DD already gone by then? Also the heavy breathing gives some hint, so you are not that stealthy anymore even if you would still be undetectable

  • What do you mean with Absolutly,... uuh?

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072229#Comment_1072229

    WOW HOLY FUCKIGN ######### DUDE, meanwhile 3 other toolboxes were used and you should be busy chasing somebody else so there is enough time to pick it back up again and go to a gen. But yeah that really is totally worth a perkslot, not.

    WOW HOLY FUCKIGN [BAD WORD] DUDE! Totally a reason to ignore the effect just because you think it isn't worth it!!

    I rarely bring Franklins, just when I see a full team of maps/keys or 4 toolboxes. And in almost EVERY of these games I only hit people with toolboxes because they always come back to get them, which wastes more time than the bonus time they would get having the toolbox. Especially when you hit them in the middle of nowhere, you can get some easy free hits because they run out of cover with no pallets left just to get their item back.

    But keep yelling, if that's your style.

  • Can you explain how item consumption addons and perks are calculated and stacked?

    With one or two sample calculations of Streetwise + Botany Knowledge for example. The samples wouldn't even need to be explained in detail, a link or forum post to reread would be enough

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072076#Comment_1072076

    It is a wasted perk slot.

    Logic -> The person you chase, can not use their item anyway, when they are on a hook they can not use it and it is unlikely you are able to pressure all survivors at once.

    The only thing it actually helps with anything is instaheals.

    After your logic part, there comes the part that helps the killer. Which is, the survivor goes on without the item or the survivor wastes time to pick it up again

  • Yeah, there are some really boring Moris. I also dislike how uncreative and equal they are on these two. Spirit is also pretty much that, but with way more anger so it's ok.

    But for Wraith I would actually suggest that he should rip out the survivors spine

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069188#Comment_1069188

    Yes because he is still viable in the same way Ruin is today, just people that dont know how to use it.

    You don't get me...

  • I noticed most games start with a popped gen after the first hook and another 1-2 until second hook. But the game changes from then way stronger than before. Most survivors commit to finish the gens, which means you are likely to have 2 people hooked at the same time. If not, after the first hook you have 1 on hook, one unhooking and one in chase. So a pretty slowdown already, although you are about to loose the second gen soon.

    If they commit to finish the gen, you have 2 on hooks and after the gen pop you will have 2 others going for unhooks. So noone doing gens and you most likely know where to find them. I noticed it in almost every game that the first 2-3 gens are finished super quickly and after that, if you perform well in chases, sitching targets or slugging if it is worth it, the next gen won't pop for like 2-3 minutes.

    Sure, depends on killer and builds, I almost always run Pop to have better control over the last 1-2 gens and need to be aware of which gens to protect all the time, and when survivors try to pull me away from gens. But I really got used to losing gens early. Mostly games are just bad if I do hard mistakes myself or if there are mutliple toolboxes or Prove Thyself or BNPs in the game. Or of course good looping survivors or well organized teams.

  • @Kungpowa said:

    As a survivor main I don't think this would be a bag change. The only thing I disagree with is a 50% nerf to gen repair during warmup. I think thats a bit too drastic and if that is the suggestion then why not just bring back old Hex:Ruin. I think something more in the range of 20-30% would be appropriate.

    On large maps I see this being the most beneficial, especially for killers with low mobility. Being as honest as I possibly can, low mobility killers on large maps need help. This could be the help they need.

    Of course there are people who would be able to game this and if that happens then it could be adjusted. Very experienced killers would benefit greatly from it as well but I think its a fair trade-off considering low mobility killers really could use some help on large maps.

    I want to have fun as a survivor main but I also want things to be fair. I think this is a good idea, especially for large maps.

    Old Hex Ruin was about frustration with failing skill checks ;) just slow speed does not contain frustration, otherwise they need to remove Thana and Dying Light from the game.

    And regarding map size, I think it is also a healthy change, as the slowdown is needed on larger maps and on smaller maps you will find survivors more quickly, either by chance or because you return to gens more quickly after you already checked them.

    And the bigger benefit for better killers? I think it is not that great. Good killers know about spawns and hiding spots and basically find survivors earlier, so the slowdown will last less than on average killers, means less benefit. The only thing is, that the 1-gen-kickoff for the survivor team is less likely which they might need to escape, just if the good killer really has problems finding the first survivor.

  • @theArashi said:

    Talking about what if's I'm not sure that would really help as much.

    Sure, trapper will get a small amount of time to set up one or two traps but I don't see it as much of an improvement.

    If survivors spawn of seperate gens and you find a first one then all other gens will pop 20seconds later then they would currently.

    And that is a lot. I saw people raging when someone suggested that the game should start with 100 sec gens and the next gens go faster. This is almost a pop applied to the gen, it helps even more when you don't find survivors quickly. Most frustrating thing is when 1-2 gens pop because they waited at the 0% gen while you passed it and then having enough time to finish before you get back. Probably done before you find any other stealthy survivor.

    And currently it is like 1 down at the same time the first gen pops and the second pops during the second chase. These 20 seconds can help you to get to the gen before it pops

  • @AetherBytes said:

    I like it. A cool addition is the first survivor chased becomes the obsession.

    I also thought about that and liked it. But I'm not sure if hiding MoM and DS or possible killer obsession perks is a good idea. Also Freddy's addon "obsession starting in the dream world" wouldn't work with that. Myers' addons like higher stalk rate would suffer as well, as you don't want to start a chase while stalking, although you still would get benefit of it latest after you got out of Tier 1 probably.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069188#Comment_1069188

    They tested making Roadhog a DPS... thats like what happened to Ruin

    I have no idea what they did to roadhog :P

    aura just said "ruin was not deactivated it was changed" and I disagreed with this example

  • I throw in Premonition + Lightweight if you wanna go stealthy.

    36m warning with a direction means the killer comes to your point earliest in 8 seconds, having 4 seconds scratch marks and you know which direction you need to run helps you to disappear. Until you don't run areas where you can see scratch marks over 20m. But you would probably need a key and left behind as well then to survive XD

    If you actually wanna do something useful, Resilience/This is not happening and Dead Hard might be more useful. Although my suggestion also helps you to work on specific gens, if there are enough obstacles around it

  • Bought all. But I dislike Oni compared to the PTB version and several other things on this game so I will stop spending money at least for this year. Depends on the next license killer if I change my mind, but the next shards characters I will buy with shards

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069171#Comment_1069171

    No

    What Blizzard is doing is completely removing a hero for a whole week.

    Ruin just got changed, but beat the dead horse some more

    Yea yea rhetorical question smh

    They removed the early game impact. The perk's name still exists but the effect is gone. Let's say, they keep Roadhog but make him look like Reinhard with the same power and stats. Would you say Roadhog isn't disabled, he just got changed?

  • @flsl216 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068216#Comment_1068216

    Lots of problem they are facing. One big thing is the amount of players discouraged to play the game from various reasons that they have right now. And they are generally people who just started to play this game or have put in some hundreds of hours playing the game. The less people are discouraged to play the more players that will stay to play this game which means the number of players will rise in tremendous amount. And that will fix matchmaking issues which branches out to lots of problems in all the games.

    There is no discouragement of players playing, the number of players are pretty constant between 22-23k for the last 4 month.

    And "you don't need to go around online and try and be a lawyer which you never can with that level of understanding" or "its just your misunderstanding the whole time" is a personal attack, just FYI

  • @RaSavage42 said:

    Disabling certain heros in overwatch competitive play starting next season (next month) so ppl don't complain about the "meta" being stale

    but BHVR did "disable" ruin for the sake of meta. Didn't they Blizzard then?

  • @VoodooChild said:

    That second perk would be killer, same value as BBQ too by being good perk with built in anti tunneling. All 3 are really good actually

    Guy sounds a lot like Ghostface tho, not that there cant be similar killers personality/aesthetic wise if their powers are completely different.

    I thought more about One Hour Photo, although this guy is not a killer :)

  • Ok, makes sense, thank you.

    Final result is definitely, that it is not worth spending 3 perks for that effect, if it barely gives you another heal XD. There's not much difference in 2 and a half heals and almost 3 heals, if you wanna heal yourself :P

  • The power seems a bit odd, but I like all 3 perks, although each of their durations/ranges probably needs to be pretty short

  • Btw I just checked again, I'm pretty sure they changed something recently. Because I can't think of always hitting at least one great skillcheck during 2 heals. Apparently just Botany Knowledge is a tap too less for 2 full heals on 24 charges. I'm 100% sure this worked before

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