Deadeye
Deadeye
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And tier 3 with 64m would 5gen them XD
They increased Surge already to 32 but saying they are concerned that might be too much, and that's also why they denied to linkt the range to the killers TR. And 60 seconds block? A game lasts just about 10 minutes and there are up to 8 hooks before the first one dies. Think about the dimension. Also The pickup perk just blocks 16s or what
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/917531#Comment_917531
Pipping works when you do objectives, evade the killer and do good in chases.Yes, some parts are tied to teammates but not all of them.And some killers will know they are making noise on purpose the survivor will be ignored and left for some time later in the trial.Now they have nothing left to do so they will do the objective.
Are you serious? You think if survivors that previously DC'd and selfsacrificed will now do gens when you take their "ez" escapes? They'd rather DC again and eat the timeout, that's my guess.
@konchok The holddown option would be fine, but I wouldn't remove the "option" to do so. Despite the option to give a mate the hatch, I also wouldn't like to have to wait one more minute when I'm the last one hooked.
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@Sairek Yes, forgot about that. That was my previous play amount with about 20 hours per week (including idle and stuff) and brought me initially to level 6 by just XP fragments.
@SilentSpectre basic maths is a bit rough. There is a complete thread that defined it in its detail. Result was, you need 3600 XP per day, which is exactly 1 hour pure playtime per day, assuming that this time is enough to finish the challenges as well, also assuming that you play at least one killer and one survivor match for the daily bonus XP each day. Problem is, every second above 10 minutes in the same match doesn't grant XP anymore (600 max) and you need to add queue time and stuff. And that is variable. You need one hour per day playtime + your varying overhead. Which is in my case about 2 hours in total. You need to check how long you play to get 3600 XP to get your own average. (And your calculation can't be correct, the challenges give you pretty exactly half of the rifts, second half needs to be achieved by XP)
The levels are pretty easy to complete, maybe on level 3 you need to start grinding and maybe act a bit silly to aim for the challenges, but to me it seems that level 3 would be achievable in 3 weeks with the average playtime. I've done it in 1 week and would have needed 2 weeks if they didn't redce the requirements and if I played just the average time of 2 hours a day.
The only critical thing I see, which was clear from the beginning, is level 4, that gives you no choice than go through the challenges one by one, putting hardcore difficult blockers pretty early in the path. You still have more than 1 day per challenge, but level 4 really needs grinding and therefore controls your playstyle for full 3 weeks, as there are no grinding challenges, just special case master challenges. Still talking about average playtime, not more like me or less like maybe many others. Let's see what they make of it, after they already changed level 3.
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@Pulsar depending on how much you got unlocked, the rift does not HAVE to be completed. If you want it for free, maybe. But if you pay money to get cosmetics anyway, then the rift is pretty cheap. Would just be bad if you can't finish a complete outfit in time. And doin't forget that you even might get back like 50% of your auric cells and see what you get for it. I don't get why so many talk about finishing the complete rift as it was mandatory.
@doitagain_ Don't mess up casual and average. Average is an actual fact. If you think the average player is not a casual player with 2 hours per day, that are 2 separate things
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@grayon444 What you wanna do about them? If you put them on struggle mandatory, they will just rush to the killer or make noise to get out of the game. You will depip anyway, making struggle automatic doesn't change it.
And depip is something not relevant for me. You also depip if the killer performs bad and there are no benevolent points to get. You also depip if you are in a chase and your mates don't manage to go for the unhook in time. Auto struggle doesn't fix anything
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@Sonzaishinai said:
I barelly play an hour a day so i'm pretty much screwed D:
But then you are definitely not the target, the rift is designed around. I think 1-2 hours a day is the whole player base average. Would be also bad if people like me or streamers finish the rift in 10 days or each level within one day and then sit there waiting for new stuff.
As it is just about cosmetics, I think it should be ok that not everyone finishes the rift
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1h per day is the most optimal usage of game time which is not possible. If you count in queue times, spending bloodpoints, reading the fluff you unlock etc. then it is more like 2-3 hours it will take. But the main time consumer is definitely the queue time.
I finished the rift this week, so without the bonus from level 4. To finish level 2 and 3 I needed just one week each, where it is supposed to take two or three weeks. Normally I played 40 hours in 2 weeks, since the archives it somehow pushed me to 70 hours :) I did not note any hours, just noticed the "last 2 weeks" statistic from steam from time to time. That means I played roughly 5 hours per day. But that counts in several idle times where I kept the game open, took a break to eat something etc. So I guess 4 hours per day would be close to the real value.
Double the time that you actually need to finish the rift if you plan for full 70 days. So my "extra" playtime made up for the 4th level. 28 days left now? That means it took me around 40 days, which is 160 hours. Now just guessing, but I think level 4 contains only master challenges. 15 of them means 85 rift tokens in total. Now it depends on your main role and how much XP you earn, but roughly you could say you get 3600 XP per 2 hours. That means at least you could subtract about 19 hours from my time needed, assuming that I finish level 4 before it closes.
So 140 hours is about the double amount they said. Which is actually what I said is required because of blood points, fluff and queue time. 140 hours over 70 days of rift is pretty much 2 hours per day
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I think it depends. You say in endgame it becomes less effective. I notice several games where it is the other way round. If you have 4 survivors alive, it is pretty easy for them to be in chase and they work on 3 gens in parallel, so you have no chance to protect all of them. If one or two are already killed and they need to push through because they can't wait 80 seconds, or if they 3gen'd themselves (even with 4 survivors left, deoending on killer) sometimes they have to work with multiple people on a gen.
Surveillance is also (not that) easy to spot. But if you are near a gen that is pretty much progressed, wait for the killer to leave after the kick and immediately returns once you touched it again, then you can already guess. Since the following happened to me, I also tend to notice Surveillance pretty quick now. A survivor baited me after he noticed I run it by just running around and tapping kicked gens. If you don't notice soon what's going on, you waste a lot of time kicking the gens without finding anyone, while others can work on gens.
Generally I also prefer Surveillance, but sometimes I run even both, depending on which perks I have to choose from. Especially without ruin, Discordance can safe the start, as almost always at least 2 survivors spawn in a team (I think it is stupid that a 4 man team spawn can happen without the offering)
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@Thesaviour119 If killer is so easy I'd now also like to see your gameplay. Or a couple of them in a row on a stream to not get the ez potato games served XD. And your first post actually didn't imply that facecamping takes no skill, you said it generalizing without any facecamp reference, also not "between the lines"
Funny that such a "how the challenge influenced my gameplay" thread ends up in a typical post game chat.
@Rex_Huin the funny thing is, you even get called camper if you find survivors camping the hook for instant unhooking. Then you get caught around the hook because even more survivors pop up before you are able to hook the second one. I once managed a 4k in 3 minutes with Bubba just because of stupid scratch marks.
Also once with Legion I found someone on an 80% gen, chased him down, hooked him and got into a chase that lef me to the other side of the map. Hooked him there and thought "wow, gen still not popped after the second chase, let's try to kick it". That first survivor was sitting on it injured, this time I first kicked the gen as it was 90% now and downed him, he DC'd. Post game chat told me he DC'd because I was tunneling him.
But back on topic: some of the challenges force kinda stupid gameplay. Some of them don't force it but trigger people to do so like the "Drop pallets" challenge from tome 2, which could also be done by just playing normal. But the basement challenge for example would take a long time to get eventually, as you normally have exchanges in the basement and not multiple hooks (unless playing hag or trapper maybe). I hope they think about this challenge design in future tomes. Also about the web design, which forces for example all survivors in the first few days to hunt the unhooks like "mine mine mine" on tome 3 or everyone running selfcare on tome 2, wasting so much time and denying mates the emblem and blood points. Would be better to have 2 entry points or a generic "just play" or "both roles" challenges to begin with, with more options after that
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Yeah, and while on it, make it that survivors can't run towards a killer unless Dead Hard is equipped, block the unhook action with killers around and add cooldown to crouch and flashlight usage.
You can't prevent survivors from playing anti team. At least one reason to keep manual struggle is that survivors can choose to give hatch to someone else. Don't change game mechanics to fix personal playstyle. It ruins more than it might possibly fix.
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Lery's is a mess with several killers like Oni, Nurse, Billy or Huntress, but almost OP on stealth killers.
I prefer the game, somehow got used to it and the exhaustion perks work better on the game than in Lery's.
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Totally on your side. I think the main problem is that true "mains" lack in seeing things from both sides, simply because tehy don't play the other side. But that should not be a problem regarding the respect. But I have to admit that I also tend to be disrespectful if I get the impression someone else is disrespectful
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@chase131119 said:
Scratched mirror myers gets rid of his T2 and T3 for information. Do you complain about that add-on as well?
If the Oni would have 0m TR I wouldnt complain about the Oni addon. And Demogorgon gets information for free, no downsides or power loss with his ultra rare. Clown insta down addon doesn't have downsides. Insta reopen bear traps don't have downsides...
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@MegHasCuteFeet said:
You know it.
"We changed the Hillbilly's movement speed to 110% since he already has one of the best mobilties in the game. Oh and his chainsaw now has a 10 second cooldown, which can get reduced to 5 seconds with his new ultra rare add on!"
Or make his chainsaw be activated with blood rather than oil. Meaning you need to hit survivors to fill his power gauge.
@JawsIsTheNextKiller reduce movement speed and forget to reduce fatigue would be my guess then. And regarding the paper: how about he cannot attack anymore at all, just shouting out salt and while he stands near you in Frenzy, you have 90% slower repair speed because of annoyance.
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@NuclearBurrito Still don't get your point before, that made no sense.
Prayer beads got changed for a reason and iridiscent hatchets are only OP in combination with the +2 belt (which of course everyone combines). But that's it. People complain more about Clowns exhaustion gas (which is uncommon) than about Scratched mirror, even a lot of people love to play against scratched mirror.
The Demogorgon addon is nice with slower teleport but longer stealth. Less map control but you get a different playstyle and may place your portals differently and get some free hits. But beneath that he has still the Shred for the chase. The Oni has nothing until he has downed two survivors. Not sure if the aura reading helps out this much compared with being double the time in Demon Mode. That's why I think the duration should be at least long enough to catch a view on it, without rotating your camera 180 degrees per second.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/912813#Comment_912813
Yeah cuz if it's active then the Plague doesn't HAVE a power.
Sorry, what? Im talking about the aura reading addon. Plague always has the vile purge and the corrupt purge is not affected by that addon in any way. What do you mean?
But back to the changes. I just think the ultra rares are allowed to be strong. Currently there is a trend of adding these downsides. That was not an issue before. Currently the addons go from unusable / not worthy to totally OP. There are a lot of killers that don't have downsides at all and I was happy about the Oni having these again just being good. Then this double nerf.
I mean if there is a survivor that is able to loop, he will gladly suck up all the orbs, being visible for a minute and then heading for the loops where aura reading doesn't help at all. Sure this will not happen in every game, but for an ultra rare that should not happen at all. And now pls noone say "then don't chase him". He still will deny me my power AND addon. So the benefit should be big enough. And as said before, 2 seconds are easy to miss. And don't forget that survivors see the orbs and can play around it most of the time. The only assured scenario is that survivors can't do gens injured without being noticed.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/912691#Comment_912691
To be fair a free global Nurse's Calling is kind of absolutely insane.
So you want the plague ultra rare nerfed as well I guess. This one doesn't cut the Plague's power, it just has no downsides
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@Peanits There was already a reduction of aura reading, I also think, of course, it is a nice addon that changes gameplay, which I like on addons. But reducing the aura reading effect twice and adding the fact that you only get to your power with hitting survivors now seems again like a useless addon. The other ultra rare is already not worth the BP as half of the time when missing a hit you are looking at the ground, now both are not really worth it.
I will try it but really feel that you cut your power for a minor reward. Oni is already weak as long as he has to refill his power, now you need to down two people before you can make use of it. Of course aura reading is good, but I'm not sure if 2 seconds is really worth it. At which rate do they spawn?
Also, on killer instinct I notice that you may not look around too fast as you might catch the phases where it is invisible. Then you look to the next corner and the killer instinct pops up again outside of your sight. I think this will happen with a 2sec window as well, and you don't search for these as you don't have an audio cue that a survivor is highlighted
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@OldSilentHill I wouldn't agree on point 5. Last second switches are normally things that trigger me to go for that specific victim (although normally it is a last second flashlight that does so)
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What you speak of is also strongly linked to camping. And If killers get rewarded for that, it is the survivors fault. Most survivors are super altruistic and rush to the hook as soon as the down happens. Camping the hook like the killer. Just get used to accept it and do gens. Not talking about you specifically, when you are hangin on the hook.
Another thing that regularly happens: if you get camped, HANG IN THERE! So your team gets 2 minutes of gen progression. Maybe wave to say "he's camping" like in the good ol days. But don't kobe and scarifice yourself. THIS is what rewards the killer, not the tunneling and camping. If people would more consistently follow that, maybe killers would reduce this type of gameplay
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I think it totally depends on the killer. For me the Plague has one of the most difficult range attacks. Somehow the puke flies at 120%ms so you need to find open areas like bubba needs to start the chainsaw, except that a tree is also a secure obstacle against the Plague.
Might just be me but I'm having problems with the puke often, and with that, the power is simply not that much of a boost, I'm just able to get the free hits on pallets. And that is also the reason why I start cleansing when I notice a Plague doesn't aim very well. Just be extra aware of your surroundings so you know where the short loops are to dodge the puke.
There is also a problem with emblems. Not her only, but somehow you are punished if survivors don't heal because you inflict less hits. When using the puke or insta down too often with Myers for example, you have problems on the Chaser emblem. But I think as this is not a game breaker, this will not be adressed too early :/
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Alien + Ripley would be nice. But Predator might not fit in, he is way to overpowered with disc and speargun or it would look ridiculous when he gets no weapons at all, getting infinity looped by a dweet.
A Resident Evil chapter would be really cool too. Not sure if the entity would take biological weapons, so probably William G. would be the choice and as survivor I would like another double with Leon/Claire or Chris/Jill or simply Hank XD
Also regarding the killer playstyle, it would be great to have a killer that starts weak and grows stronger over time after 2 or 3 mutation steps. Might be a new idea, opposing the "now strong, now weak" switch of cooldown powers.
Aaaaand I would also love Pyramid Head, but think a matching playstyle to fit his appearance and feeling of the games would be probably boring or underpowered by design. Slow and lethal makes me think of Bubba. Don't know what we could expect of him on DbD
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You don't get BP back for using items or other addons. As said, these are simply fillers for the bloodweb. You just use them as "backup", so you get up in BP faster once you spent all your BP on a prestige or new chapter. I think there is nothing wrong with BP offerings.
They were pretty stupid before, when the brown 25% bonus offerings gave you a max. of 2000BP. So you would always pay more than they reward (although they still worked as "backup").
If any change, I would suggest to switch the brown offerings to increase the BP awarded during the match, for special actions. For example the Objective offering increases repair BP, Altruism increases healing BP by 25%, Boldness on cleansing totems and Survival for struggling. But that's it
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Looks like some of you forget that you don't know how far you are already stalked. Just regarding the "super quick exposed" without being able to reveal in time. If someone doesn't notice me and I see a second survivor around, I love to 99 people to chase them and suddenly in chase shroud, stalk for the 1% and down them.
Sometimes, at least if you notice you got stalked a bit, if is worth offering the hit to reset the stealth bar, especially if you can body block for exposed people or if GF tries to leave you for no reason.
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@me_mad Left Behind and key is definitely an option. I also used Empathy to know when it is safe to work on gens. You can see how far the killer is away, where he hit someone. Because it is helpful to get some gens done so you can find the hatch earlier, when some other survivors are already sacrificed. As soon as the hatch spawned, you can be super stealthy.
I would maybe switch Urban Evasion for it. And put an Amber Stone on the key if possible, so you can use it as soon as spine chill activates to be prepared where to sneak
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@LordGlint That video isn't really showing how DS gets abused. Instead of grabbing you could also hit the survivor twice, that was a simple hook exchange offer. Grabbing was even better as it wastes the DS. Slicing into the air after the unhook was simply clumsy, that Steve should go down easily. You don't need DS for that, everyone (sorry, many people) running BT behave like that. Take the free hook, I love when this happens.
All I dislike in that case is the locker "juke". But I also like in these cases, when they refuse to run and just want their DS triggered, when they jump in and out to trigger the grab. Then just don't grab, keep distance to be able to swing or look away, lunge, turn back and hit. The locker animation is long enough. And then leave them. They could have run to do something useful, now they crawl around. Fine for me.
Still agree on disabling the countdown when someone is hooked. Everything else suggested all over the forum, like disable on hits, on entering lockers, on touching gens etc is not necessary.
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I think he doesn't mean them being visible all the time. Also without the addon you see when blood orbs are produced for a second.
But I think this is just by chance, I have not noticed that as being always the case. Spawning blood orbs should not be linked to skillchecks
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How is urban evasion toxic?
But seriously, do you guys that complain about the fun of this challenge, which is apparently so easy to achieve, really want to just have challenges that are fun? and do you expect that they are fun to every survivor? (I guess not, just fun to you)
There wouldn't be much left for challenges. There is like one challenge per tome for killer and survivor that say "try this one playstyle". I agree it is bad if it encourages playstyle like camping, as with the basement challenge. But for the rest, what's the problem? You get to know a new way, like it or not and go on. I don't see the problem.
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@bkillerc just saying, 4 Sprintburst would be 20 sec of 300% boost
@Satelit just don't dash into a wall, or you get stuck for 4 seconds XD
@Peasant that would make him a new nurse I guess XD warp insanely far and then probably miss because of lack of control and get an evil stun XD
I would like to test several things. Some meme and some for OP
1 Kindred + 3 Open Handed: 40m Killer aura reading :D
4 Botany knowledge: Gimme that medkit, I refill it
4 Resilience: 36% Speed on everything? Wanna see the vaulting animation
Any exhaustion perk + 3 Vigil
3 Agitation + 1 Mad Grit = 36% above normal speed
Would 4 Tinkerer trigger on 40% progress and suppress TR for 48sec? XD
3 Corrupt Intervention + Whispers: All gens blocked for 6 Minutes
4 Stridor on Doctor XD
4 Thanas on Legion with Legion Pin *ewww*
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@theArashi the video is probably not the best example. The killer took 90 seconds to finish the first chase, didn't protect the second gen he could DEFINITELY hear and did not even return to it after the down. And you don't see if the killer was camping (as you can see he was tunneling, eating the DS almost on purpose) which would support gen rush as well.
@Troman I think gen rush, except for a whole team using speed buffs with perks and items, is not really plannable. The main problem on early gens popping is, that you can't control the whole map. Survivors can spawn directly beneath gens. Survivors can choose to not tap the first gen they see and wait until you got past it. So the killer has to pass by within 80 seconds later again, to protect that gen, including searching the whole map and most likely getting into a chase somewhere. And if you combine the cases, you might have all survivors work on gens before the first one gets found. It is totally random, of course. But it is always possible that you have a bad chase and 3 gens are finished after the first down, if the survivor chased does not run into gens being worked on. Or at least, finish the first chase in time, find another one and finish that chase as well. Still possible that at least two or even two and a half gens are done before your second hook. As I said, not plannable, but always possible.
I would also like to test a version where team play is supported, not slowed down, or solo play is slowed down and team play stays the same. @Huntar @Inacurate I like the belt idea also. I once had the idea that the killer should be able to manipulate certain gens, so the survivors need to find special parts to repair, before they can go on with that gen. At first that seemed to go too much direction "Friday the 13th" game where you need to find stuff spread over the map but could be combined with that belt idea, so the gen is protected for some time, until the belt drops.
@ThatMetal1 the 5% base regression on kicks would be nice, that also is kind of counter to the salty "I tap the gen dude! Wanna kick it again dude? We can run this forever dude!"
@Johnny_XMan I'd say as soon as the ultra altruistic survivors stop camping and swarming the hooks for the insta unhooks. If ever anyone talked about hook rushing, it can just be about survivor initiated snowball scenarios.
@Piwatte Sounds like the whole game is no fun to you, no matter how gens are supposed to be finished. If you say you have fun in chases and help others, just go for the killer and chase, letting the others do the totem/gen stuff, right?
@theArashi "If you can't do SWF the game is dead" Pretty quit death sentence here. SWF came with patch 1.0.3. But I also would never +1 on removing this, and it will not happen
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@Auron471 So you played a normal game except the chases. So that annoys you so hard to open a thread on it? Actually I would guess like 30% of all players play like that because not everyone is a perfect looper. It is another aspect of the game, so if there is one challenge I would not, out of personal disinterest, demand to remove it.
Btw if a single sprint burst makes you win the chase, then you had also a bad killer. Normally you just get one or two loops further before using the vaults / pallets. And breaking the chase just gives you back your sprint burst. EZ I would say. Wouldn't blame the unfun on the challenge then
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@SirFloofington The thing is, it can't be viable on single survivors as it would completely break the balance. Body blocking is also a thing that can happen, but must never be the common scenario. Body blocking works if you have at least two survivors around to take hits and get enough time. That means 3 survivors off gens and shouldn't happen too often, but resetting a chase and avoid one hook is a great benefit. If every survivor could manage to get wiggles as solo, this would be a new meta perk and break balance completely.
Maybe use chat pre game to make others aware that you have it and they join you if you run into the situation where there could be two body blockers.
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@dopy I actually would count that as win as you were able to punish the killer for bad play. And being the one on the hook I would even call it a win if I see the team escaping. That's why I hate when survivors camp the hook the same way the killer does
@ArashiNoHanta @Fibijean That's why I would rethink the ranking emblems and add something like Teamplay. Actually teamplay slows you in your emblems, because you just get 50% emblem progress from the gens and the heals. Which is pretty stupid, as the bloodpoints reward you with a boost. And if the team plays selfish, it normally screws up the team, except you have some clear roles in the team (one is a good looper, at least one needs to stay on gens to avoid snowballs and keep the progress running, one of the guys running We'll make it to save time on healing etc.)
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Then you don't need the DC punishment. The thing is that you want people to play the game, because it is ######### to have 3 man games. That's why they added the feature that detects disconnects during map loading.
If at all, add a vote so the whole team can give up. And I would add a double depip to the person that initiates the vote and depip to the rest, if everyone joins the vote
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@Andreyu44 so you can let the killer close the hatch and patrol the gates, while you can reopen the hatch like a mole.
@Auron471 if you are just urban evasioning around, I'm wondering how did you manage to get the iridiscent lightbringer? And the Benevolent? And 100% chaser by standing in the TR? Strange setup
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Like CIV5
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@UncannyLuck not exactly, you still move at 2.7 m/s I think while in stun, not with 0.0
@xllANDRESllx the build you ran before was double stun reduce (to 1.75 sec?) and then frenzy hit the survivor, catch up while in frenzy, run past the survivor and body block pallets or windows, then stop Frenzy. If you could make it and block, it was an insta down, and that was pretty easy
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You still would make him run both fatigue addons in addition to what you will use. The thing is that survivors should get a min distance after the hit as you can approach them with Frenzy easily and cancel it while in body contact. With 110% ms the 3 seconds were ok, as you catch up more slowly. 4 seconds is needed because of the 115% ms
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"Pls, a PTB testing isn't much asked for" you think :P
Still +1 but we need a rework of Kindred then XD
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Speed is ok, 5.2 or 5.28 isn't tragically. With the missing penalty I even expected the increase to 5.2 would lead to more misses as it is harder to control -> easier to dodge.
Fatigue will not be reduced. You pretty much revert him in many points to old Legion. That would mean 110% ms as well. As long as he is 115% ms the fatigue will stay at 4s. It is about the distance the survivor shall get to not get insta downed. The old Legion with double fatigue reduction was nearly OP.
I wouldn't bring back the ability to activate the power before it is full. But I would remove the depletion on regular M1 attacks. I suggested the power drain on missed Frenzy attacks as well in anothzer thread. I said like 10% on normal swings, up to 25% on lunges. But numbers are adjustable.
Shortem fatigue on double hits: as above. The fatigue is something critical, I wouldn't touch it. Maybe add "time to mend is reduced by 25%" which allows one less skillcheck fail on mending, for example. I like the skillcheck part as well, but I wouldn't reset the timer. Adding the madness effect to be unable to repair etc I also sugggested in another thread.
Addons seem fine. Still missing something "gamechanging" in a way of a different playstyle. But hard to invent something like this.
@Lentoro Also my opinion. It would just avoid survivors finishing gens bleeding, knowing that one missed skillcheck might down them. Which would be redundant if you add the Madness restrictions to Bleedout
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To 2) I would simply put less conditions and effects inside. Just make the perk a bit simpler. Don't forget that 3 hits to down is pretty powerful. You know what MoM did earlier to the game. So I guess that's why you put the negative parts on it. I would just add broken after the timer runs out for x seconds and done. But x needs to be big enough so the killer has a realistic chance of finding you again in time
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@SpacingLlamas The 20m beam is awesome. Just combine it with the long range addon and you can shoot outside of your TR. You don't even need specific builds, you got your targets with gen highlighting. Stuff like totems or Discordance or Nurse's just make it even more powerful.
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How about that? You start healthy, once injured, the perk activates for 90 seconds. When active, you get broken (killer icon hidden), reduced groans, no blood and when the 90 seconds run out, you heal one heal state and the perk deactivates for 120 seconds.
When downed while active, the timer pauses and you can heal yourself up. When you do so, the perk goes on cooldown, when someone gets you up, the timer resets.
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You generally like complicated perks it seems :)
Body Builder still seems too complicated, like in game you need to play 20 matches until yo can predict what will happen when.
Power Up has too many effects. Especially a generic generator speed buff is too strong. Are there any other perk buffs than Prove Thyself? And you need to gather up as team. Which is a condition and makes you vulnerable, especially against certain killers and perks like Discordance.
Your numbers are waaaay to high. A killer has 115% movement speed (or less) which means Take Off lets you gain distance for 15 seconds. You are out of sight before the negative even triggers and it will just last for 10 seconds?
And 35% slower movement speed is ridiculous. That would make body block so incredibly efficient that I would guess every second to third down is a free escape. That ruins game balance. Combine it with MoM and Breakout? Goodbye killers
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I don't like that he is forced to slug. Yay, you don't lose power gauge anymore, but the power is cancelled... And downing a survivor depletes power. You literally can't down anyone quickly enough and need the healthy hit afterwards. So everyone, also saw that the first games, will slug, charge around and see who else to down, especially if they got Infectious Fright in their first 50 levels...
He is not weak, the power has great potential and once you got some people injured you have enough blood orbs around to get quickly back into demon mode, but the slug forcing design really annoys me, on both sides.
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If the survivor is not on death hook and still comes to the After carer to wipe off the killer, then you could call it a dick move of course. But resetting aura reading to prevent a death hook would be a fair trade I think
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You could also say it is a dick move to let someone die. Also in team sense. It is always better to have a full team so the killer has less chances to put pressure on everywhere
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Snowballs is not bad for emblems. You get chases, hits, downs and hooks. All you need for the emblems. The 4k with 3 gens left should already give you 8 points towards pips. Except you down them before they can unhook, then you steal yourself the hooks from the guy supposed to be unhooked. Otherwise your emblems should be fine
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"And nope, I'm not scared of the killer or anything, I'm trying to, once again, play smart, and The Entity is kind of dumb to not see that."
And this makes any discussion worthless obviously. I'm out
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@S_Panda said:
Except this exact situation could be done via a head on plan gone wrong - player hides in locker waiting for killer to pass by mid-chase and doesn't, now head on can't be used. What rules would you suppose for this change to work out? Any time killer is in x meters? terror radius? Does the timer just pause or full on reset?
As I said to willcex, lockers are not supposed to offer unlimited hiding spots. There is nothing unfair about the crows and that needs no change. They did the HeadOn restriction with the crows on purpose, that's not a bug