Deadeye
Deadeye
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Regarding the plague addon, yeah thats OP too, but only due to the fact that you get never a clue that the killer has this addon. You could cleanse against this and would need to play slow as to hide everytime the plague uses corrupt. At least it would be possible to outplay, but it is OP as you never get a clue of this addon
And thats also why removing the exposed change is heavy. Because every survivor needs to experience this once, giving like a free down on every survivor. That works on totems as they can be cleansed and also every survivor gets the notification when one is downed, but not on personal exposed status
Anyway, good thing someone makes some thoughts about more interesting gameplay, hopefully it gets recognized to improve the game
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The camera addon is OP. This is an OoO to all survivors with them not being able to see you. Or an almost constant BBQ.
The crouch addons might be fun, but I don't really like to add the pig mechanic. I'd rather play pig then.
Removing the exposed notification is also kinda OP. Then you acn stalk any1 from distance and crawl to them out of sight, and then dash attack them with insta down? Also a reason why I don't like the dash addons
I like the instant power recovery, but on marked hits it makes no sense. That normally comes right after you stalked someone in NightShroud, so you get it instantly back. Normally no one detects you while being chased exposed.
Increasing the time it needs to detect is difficult to balance. Thats why it is so short. That would need to come with a reduced stalking meter filling. Takes longer, but gives you better chance to find cover while being detected. It takes only 4 seconds by default to expose someone right now. 2 while leaning. 1 second to detect means, you almost have to already look into the direction where he tries to stalk you, otherwise you are exposed
I like the aura addon
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A rework might help, to give it a complete new mechanic, trying to find some other fluff that matches Ash. But in my opinion it would work as it is, but it is buggy.
It says "3 protection hit *score events*". That would be fine, there are several situations where you get that. But not all of these events really give you the stack
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Like on many topics, the complains here are soooo specific...
@MissGamer456 Im all ears has a cooldown, how long do you want to loop the killer to get all stacks gone? And I bet it is not the majority of games where this happens. Sometimes it happens that you can't make the maximum use of a perk. Want DS last 5 minutes to make sure it gets triggered once a match? Should Poised take way longer because it triggers just 5 times and a majority of times you are not even near the killer?
@StupidButTru "Against scratched mirror Myers it is unfair to have all stacks gone in 1 min" A very special setup and also, in my opinion, nurses has a shorter range than the mirror, so a wasted perk, you don't have to pay much to get the aura reading from the mirror. And most of all, what do you want to buff here? Make it last for 2 minutes? Or do you want 20 stacks? If you know you play against scratched mirror, ok, the perk gave you clarification and is useless. Like against killers that don't have aura reading perks at all.
Generally to the above, these are special cases. If you want to balance the perk around these, what will happen to the majority of the games where the killer runs a single aura perk or two with restricted occurence? It will render them useless against you. So getting the information should be what you need to outplay it, not the braindead "just ignore this effect". Also think about asking for a buff in this direction, think what would happen to object of obsession. Hell no, thanks. Sometimes it is good to think about the whole thing, not about the few cases that annoy you
Also @StupidButTru I think what @Dreamnomad meant was that the pertly type style, not the content, doesn't help in any way
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This perk is not really to hide your aura through the whole game. It gives you information which perks the killer runs and that is pretty strong. If you miss when one of your stacks is gone, it is your fault, otherwise you know exactly what revealed you and from then you know how to counter it.
Don't heal in TR, hide in lockers before hooks, let mates finish the gens and just 99 them... it would be kinda unfair as well if a single perk counters a bunch of killer perks for just nothing and lasts the whole game. Getting the information what reveals you is pretty strong. I'm doing fine with the perk as it is
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/713128#Comment_713128
My first thought was that, but than I realised people would start following the killer to be unhookable,
Wouldn't mind that, they don't do gens then. Or get slugged if they force it
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Then make it TR, hotfix.
Btw the only fix Legion needed, but well.. different story
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Several things which look like you didnt think about it
Corrupt Intervention: with that timing pretty much every endgame setup could be regarded 3-gen'd
Hangman's trick: that gives the survivor a red bar at sabotage, letting them know you have the perk and that you just received a notification. So they leave
Predator: Actually the same like bloodhound then. So a different perk. Would make bloodhound redudnant as it needs hurt survivors.
Overwhelming: like @SenzuDuck said, you want ruin to be forcing survivors to tap gens? I hope you mean, still just in the terror radius, then it might be an idea.
Rancor: a built in Ebony Mori pushing you to slug to make use of it? I think noone wants that.
Shadowborn: There is a bunch of perks for aura reading, and each of them has it's conditions. Like just on hooking and at min distance, just during healing, just on finished gens... and you want that unlimited range on every survivor every 30 seconds? I'd call that OP
Territorial: When you remove the cooldown, what are the 4 seconds for? :P
Then there are several just playing with the numbers. K, don't think it will change much.
Iron grasp I actually like. Somehow could also counter the sabo squad at least a bit.
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@Mr_K Old: A red, 2 purples, and a yellow swf queue for a lobby. Killer is yellow.
Wasnt it said to be the average? So before it should have been a green killer in best case
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Actually I like the change. Because it is meant to be a saver against tunneling, but many survivors play like "beat me bi***, Im gonna stun ya". Which is seriously not the intention of that perk.
In exchange you could set up the timer to 40/50/60 instead of starting at 30, because for me, tier 1 is almost useless if the killer is not extremely tunneling. Normally they chase the second guy to at least hit them once, and that often is enough to take down the timer
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@TWiXT said:
I think its funny when you use Nurses calling, and traverse the upside down passing healing survivors, you can also see their auras. It's kinda a lesser version of the Ultra rare that lets you see them if they're injured, but it's been very useful regardless. The Ultra Rares would've been more interesting if they changed his power mechanics a bit, Like silencing his travel through the upside down for more jumpscares, letting you eliminate portals to place them elsewhere, decreasing shreds range but considerably reduce its successful attack cooldown for chain shredding, or Make portals slower to traverse, but activated as soon as you place them and increase their survivor detection range to 24m.
Increase to 24m?? Place 3 of them and you pretty much cover the whole map!
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@BlueFang said:
I think the only really good thing about Demo is that he's a point machine
Even if all four survivors escape you can finish with 32,000 leaderboard points
Better farmer than the Doctor
Actually cant be. You cant get 8000 sacrifice points if you dont kill all 4 survivors
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@TheHoodedOne kinda agree on the second one. Regarding that the chainsaws recover more quickly and have an insta down power... the Demo should also not be stunned that long.
But maybe also pallets are just free hit then, cuz you have a lunge attack, which might make it free hits. Sure, no insta down, but chases in total might not last very long if your only hope is windows behind corners.
Compared to chainsaws, you at least have to reduce some distance to make use of your power
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Gameplay changer would be nice. Like "you cannot teleport but your portals reveal auras". But that would somehow not be the Demogorgon anymore. Which would not be a problem for me, I haven't seen the series yet :P
@Witas you are a bit qick with your numbers :) Just think about it. 9 seconds until you can teleport again? And the teleport takes 3 seconds at max. Opening gates and sealing portals both takes 16 seconds I think. And you pop around the map every 12 seconds.
Is it confirmed already what the pounce ultra rare does? Would be sad if they add just another known effect, only stronger. Would be the chance to bring in something new. Like The aura reading or "inactive portals trigger killer instinct as well"
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If they put the pallet break into base kit, I would give him another ultra rare like "inactive portals trigger killer instinct as well". That would be pretty strong. And I think the other ultra rare is pretty strong too. Auras are the most useful information you can get. If you run it with sloppy or thana to keep them injured for some time, this is pretty strong. I mean, getting info whenever you feel lost?
I think the portals are much stronger than other reusable traps. And it is pretty good map control. So far Im quite ok with this killer, the only thing that should be harder would be closing the portals. It happens quite often that portals are closed right after you used them. And noticing that there are survivors is almost always too late to get there in time to protect them. If you try to, you mostly have to "waste" one of your portals.
Like the hag, if a flashlight is in play, she is pretty much done with the game. Just on the Demogorgon all survivors can seal it by basekit. And you can't really hide your protals well, they are pretty obvious. So for the sealing there should be some timing adjustment. Like make it last way longer, but save the progress or something, recovering by time.
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The pip system is totally stupid as it is. Survivor emblems are
- Do gens
- Hide from killer or win chases
- Heal and unhook
- survive the trial
Except the last one, these are all actions you can't do parallel, you just can score in one of the emblems. That is by default not the worst idea, but since you need to score in all emblems to pip, it is pretty stupid. I mean, if you can't do anything but loop the killer for 5 gens, you deserve a goddamn pip!
Same problem on killer, but a bit different. All the emblems are part of the killers daily work. Find people, hit them, down them, hook them. Score events in all emblems, just gate keeper is somewhat aside, but even this emblem is targeted because the people you chase can't do gens (thouh there are up to 3 that can do in the meantime).
Killer's problem: everything comes down to hooks. For each survivor trying to kobe, for each disconnect, for each team fail to unhook in time, the killer misses one more hook, one more chase, two more hits. And that effects all 3 emblems, ruining the emblem scores.
At least for survivors I would suggest something "competitive", or rather "team play" orientated. Just check how much every survivor has done in the categories for the match, and define a minimum to say "you have done something" like 100% gen progress in total, 150% healing or at least one unhook. For each category you can get one, zero or two points. If you are below the minimum, you get 0 points, else one point. If you have done most of all survivors in one category, you get 2 points. If you have at least 2 categories with one point, you get a safety pip. If you have points in all categories, or 2 categories with at least one of them with 2 points, you pip. if you have twice 2 points or 6+ points in total, you double pip. Or something like that (of course minimums and point count etc adjustable until it seems fair, just as a rough idea).
I'd also think about removing the survival category and replace it with "team work" for assist actions, and put the survival part into the chase category.
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@FriendlyGuy said:
You need an objective, survivors actually want to do before gens. If you don't got "Ruin" at R1 vs good survs, three gens will pop while your first chase. Period.
Even against Ruin, a really good team can do 3 gens during your first chase, if you dont end it soon enough. Happend to tru3, all 4 survivors started separately, he found one of them, the others sitting on a gen each. The survivor managed to not run into other survivors so they could do their work, after 2 minutes 3 gens were done.
So 80 seconds to finish a gen, 40 seconds for finding a gen and maybe some non great skillchecks. That's a rare situation, but can happen. Wondering how fast that would have been without ruin. 3 gens in 90 seconds?
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@Strange said:
https://forum.deadbydaylight.com/en/discussion/comment/682217#Comment_682217
It's a matter of perspective my dude, if you see it as a ridiculous trick then great, enjoy the easy and free wins, and it's ok to laugh, good for your health.
Not really, it is a matter of math. Why you think you can trick that perk when doing the gen in the same time, when without that perk you could do it in half time or 2 gens in the same time? Don't want to trigger you, I just don't get your point. You can live with the perk, I get that, just wondering how you can deny the fact that the perk slows you down in whatever way you choose to deal with
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@Strange You DO lose time using that trick, that's pretty simple to follow, I described why. And even if you manage to hit all great skill checks, the perk denies you the 5% progress bonus for the great skill check, that you would get without Ruin. So in any case, stopping gens to avoid skill checks, hitting greats without bonus, doing no gens searching the totem, all options slow you down.
I just had to laugh when you said "2 survivors with a toolbox negate the ruin". I'd rather say "Ruin negates a survivor and a toolbox"
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@Strange LOL! 2 survs and a toolbox is like no ruin at all?? 2 survs and a toolbox should be like gen done in half the time! I'd say Ruin does a pretty good job on that one!
If you tap gens, you are slower because you waste 30% of your time standing on the gen. If Thana would slow gens down by 30% I'm pretty sure everyone would yell OP. On solo gen tappers, Ruin also does an excellent job.
And to the post creator: I'm not sure if your assumption is correct. I'm experiencing so far, that most solo survivors jump away from gens as soon as someone is downed, even if I give them Prove Thyself on that gen. Unhooking is the easiest way to get BP and pips, this will not increase with your suggested change (as this behaviour is already at max :P). And when you have 2 survivors hooked, you have pretty much total control and max pressure on the game. So no gen control needed as two are doin nothing and at least one should go for a save. Enough time to kick some gens.
And not even to think about 3 hooked survivors. Ever seen someone work on a gen when 3 survivors are hooked? Normally the game is almost over then. I'd just suggest constant rework on totem spawns, so you have to learn them after each chapter / midchapter
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@8obot1c I think 36 meters from Bond are far enough to not lead the killer to other survivors.
@Yung_Slug The idea of showing you to others is a better idea I think. But that is pretty strong. Compared to Alert for example, it is way better, if you combine it with your own aura reading ability. Alert triggers all the time, but just some seconds. This idea shows the chased aura the whole time wile in a chase, giving ALL survivors the information.
To make it balanced I would suggest to just go for the second part, show others your aura, and just within a certain distance, not map wide. So others will be warned if you get too close, if the chased one running the perk wants to make sure gens can be worked on, run Bond in addition.
Both combined in one perk would be like having Alert and Bond but both even better combined in one perk. Ofc, for example, you can search others with Bond to get some heals, whch this perk can't do. But if you escape the chase you should have enoguh information to replace this as well.
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Not sure if this should be a Killer or Survivor perk. But as Killer perk it is OP and as survivor perk it is kinda redundant. What you want to do with it? Not chase into other survivors? Take Bond
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I t hink the idea behind is as well that they dont want new killers to be maxed out on every account as soon as it appears
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but you would need a separate surviivor chat then. not used often, but outside SWF it would be nice to talk about your build and if anyone can bring you coins or luck for your item build and so on
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Well, to be honest I'd say Franks Mixtape and Cold Dirt should be in the basekit of Legion XD. Still thinking there was nothing wrong with Legion except the moonwalk, which was fixed by the Bleedout change. Frenzy power now is quite boring. But that's a different topic.
Despite that... nothing
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@Saitamfed The fake grab is something like, first go kick a pallet or a gen, if the downed survivor is near one, then get back to pickup the survivor. If nothing is around, pretend that you stand too much beside the survivor to press space and "search" where exactly the survivor lies. But not turning around, just back and forth to check, where exactly the survivor lies on the ground. Pretty sure every killer had this situation already in his early days, so you should know how a "ground searching killer" looks like.
This behaviour gives a potential flashlight saver a clear instruction, in which direction you will look, when you try to pickup the survivor. So the saver has a bit time and will find an optimal position to jump out of nowhere. Then you just move over him and wait for a second or a half. If you are aware your surroundings, you might have a good guess, where the survivor will hide with the flashlight. If you are lucky, he jumps out the moment you seem to pick up the survivor. Just listen if you hear movement. Otherwise just jump around the corner yourself to check if you see someone.
As mentioned above, it is also possible to just make it as hard as possible to get the distance. Needs a bit of training to get the timing for saves right. On the kick example, if you kick a pallet and return to the survivor, you will have a direction you will face when directly picking up the survivor. A saver will orientate on that. If you just turn around 180 degrees before picking up, he might have to run an additional 10 meters to get into blinding position.
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Bloodweb RNG is a serious issue I think. Most level 50 characters are crap regarding the perks, and as "builds" can totally shift the game balance, this is an issue for everyone that has not 5000+ hours.
So far I noticed that around level 80 you can estimate to have a well base of perks. They already did several changes like to BBQ and NOED that also Tier 1 perks are playable, but for example Spirit Fury is still a perk you wouldn't really want to run on Tier 1. And as there are 4 chapters per year bringing in 12 new perks, it will get worse.
But not sure if the above 3-perk web is a solution. If this really becomes relevant to devs, it would be great if they announce it, wether they just have a solution or just start a dev opened thread to tell us "make some suggestions". On another thread we were talking about perk tokens in the blood web. And for each 3 tokens gathered, you may choose a perk, for example.
Season rewards would be fine too, +1 from me. Not sure if the above numbers are a bit too high. But any kind of reward is appreciated.
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I think there is no such algorithm XD
I'm not sure if most of the mentionings aren't already in place. Like BP are given, even granting the escape BP.
Survivor ranks should really be unaffefcted, not shure if this really happens. But on survivor DC there is also a lot of impact on killer ranks. You don't get the chases, the hooks, the hits. If one survivor DCs because "nah, hate nurse", a double pip is not possible anymore. This is pretty unfair as well.
OT: But rankings are this way or that way not fine at all, so I would not cry about ranking at all. Like Myers and Plague seem to not get emblem points to the chaser/brutality emblem when using their powers. Because for example they only hit survivors once while other killers do twice to end a chase. Had several games with pretty decent 4k but only silver chaser emblem for no reason
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Actually the EGC is why this was removed from the pig. So why add it to another killer?
If you want to force gameplay "like it was intended", do stuff like cummulative speed penalties, the longer you don't cleanse or whatever. Or insta down after 2 minutes of sickness.
But I don't think it will happen. For such changes there needs to me way more "Plague sucks" yelling and an official "worst killer" tag like it was on Legion and Freddy. And even if Plague becomes the worst killer after Freddy rework (although I think it iwll be the clown then), it is the question if Plague is almost unplayable
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Thats actually what the cosmetics are there for. You wanna appreciate their work? Buy cosmetics. It is more like you get a goodie if you do, not that you buy your personal customization. And that's also why I think they are "way too high price".
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@CoffengMin said:
same for survs pls
Yes. If this way, then the other way also.
I think the idea is nice. Definitely no 5th perk. But buffing the character specific perks if you take them would be a nice idea. How about one perk per prestige? Like the level 30 teachable on P1, the Lv 35 on P2 and Lv 40 on P3
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Not sure if one-time flashlights are the way to go. They are not easy to use and when the killer has a serious problem with flashlights, you can put on lightborn (if you have it). Most of the time I'm happy when flashlights come in because you can fake grabbing a downed survivor, so the flashlight survivor shows himself and gets hit, or you can look to a wall and stuff. And when they manage to save, it is deserved.
And toxic behaviour is an issue of the survivor, not of the flashlight. And survivors cannot be bugfixed ( sadly :P )
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Would be nice. Also it changes siomehow with summer time, and not each summer time is at the same date. I think I have to adapt 4 times a year. Which is not dramatic. But it would be a nice to have.
Another addition to dailies. I think a lot of people are sparing several dailies. For example to stack some BP when going to prestige a character or before a new chapter is released, to get a higher level more quickly.
And therefore it is pretty annoying that the daily page opens after every match. The notification of ready dailies is already there. If someone thinks it is too less, let's add a pulsation to the exclamation mark or something. But opening the page after every match is not necessary. Maybe when you just finished one within this match, but I'd rather prefer an acoustic signal and maybe the daily icon flashing three times instead of opening the page
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/537217#Comment_537217
The red meter means you're exposed. He fully stalked you. The best advice I would give is to keep an eye out for him at all times. If he's already stalked you, it's too late and now it's time to run. If you do see him, try to break line of sight as soon as possible and don't take your eyes off him.
Hey @Peanits Just an idea for the mid chapter patch. I think it happens always on new killers that there are a lot of people beind stressed by new killers, especially when they didn't buy them to check what their powers are.
I think it would be a minimal effort to do the following, which would help a lot of people (also those who buy a chapter): like the bio page of killers and survivors, describing their background and showing which perks and powers they have, there should be an info page for each killer, describing the interface changes. Like, which sounds and visual indications are new to the killer and what the survivor icons on the bottom left mean (like exposed, trapped etc)
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thanks
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@fluffybunny I didn't say this is taking game hostage when survivors do. I'm just saying this isn't less scummy, but from survivor view this is awesome play. There's nothing more ****ing me off like getting trapped by a survivor sneaking behind you. That body blocking is legit strategy, Killers blocking is scummy. And just waiting for the comments now that I always hear at that point
And to make something clear, I don't favor the above playstyle, it just should not be bannable if the killer does not get any points, no progress, let all the gens get done, gates open and give the survivors an easy escape.
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I'd also say this is no hostage, you have several other spots where you can body block one or more survivors. Think of the dead ends in Lery's, where you often can find totems. Or several rooms with just one door and no windows. Pretty dark to hide in it. But if the killer finds you...
Same on the typical hatch spawn in Preschool map, the U-shaped tire piles in Autohaven and and and. It's the killer's (rather scummy) choice to block. Plague can take an unfair advantage of it, all other killers would just benefit if they run NOED, but give up the game on it. As said, only if ALL survivors are trapped, they are taking the game hostage.
Reducing the hitbox would only fix this one on the basement. But I think this is more a kind of bigger threat. It is common to not loop around the basement when injured, to get to know where the basement is early in the game and to work in teams on basement gens.
Just waiting for requests to implement a second exit to the basement because insta unhooks are so goddam dangerous without BT...
edit: btw. have you seen videos where survivors body block killers? Making end game chases impossible or crouching behind a killer to trap them in gaps and stuff? Or healing downed survivors against Freddy cuz he can't do anything against it? That's all legit from survivor view and regarded good play. Even though this really looks super silly when spectating this from a neutral position.
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@HURRI_KAIN said:
After the current PTB, it is my understanding that the glitches on MoM will be corrected. These glitches, include M1 killers like nurse, which do not currently stack MoM. There is nothing wrong with MoM as is. Killers are just whining. MoM is literally a one time DH. Noone is complaining about DH. MoM has significant prerequisites, and debuff after used and healed. Just get skilled with DH and use it instead of MoM. lol.
Why are there killers whining? This topic is about a survivor requesting a buff as he calls it useless in certain situations.
I don't think there is a problem either. But it is not really a one time DH. In many situations you can just wait for the DH if you meet a survivor first. If activated, the distance normally doesn't help the survivor. Next difference is, the killer gets the hit cooldown and the survivor a hit speedboost. On DH the killer only gets a miss cooldown and the survivor like 2 meters distance. But as it is a one time perk, I think the benefit is ok as it is a secure trigger. You can mess up DH timing, charge into a wall or simply get hit by the corrupt purge twice. To me both looks quite fair, you just have to know when to use what. And don't forget you can also run both perks. Horror scenario for killer if you are good at chases.
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Well, there is a bit difference between rank 20 and rank 1, yes. But i'm not even playing in these ranks. Of course the rank reset would be a problem because you cannot keep all killers on high rank during one season.
But the point is, you mention 5 killers. I'd definitely add Freddy and Doctor / Pig at least also have a different set of mindgames. But talking about the 5 you mention, that is already a third of the complete set. Making it hard to learn 33% of the killers if you didn't start with them is a bit too much I think. Not talking about the game changing addons all of the killers have.
Speaking of Huntress, that is also a killer I gave up with. Like on every killer, you can practice the power on open fields. As soon as the survivors reach a tiny little loop, they know when to dodge, when to use the pallet and so on, making the hatchets useless for me. Resulting in a couple of draw/put back actions, throwing hatchets into the car and finally ending the chase by bloodlust 3. I really don't know how to practice a killer when you don't successfully use your power even once in a full game. And I don't know how you would rate this if you see me playing. If you give the common post-game-chat-answer "you are bad" I'm not even interested ;P But I would not call this fun.
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btw
"So any killer who’s not Billy, Leatherface, or Myers will NEVER see MoM in any game unless they equip an Exposed status perk"
That would require the survivors knowing what the killer runs BEFORE the game starts, no?
"...which a lot of people are anyway given the popularity of Adrenaline"
So you want the endgame to be completely survivor sided as they can counter insta downs AND if no insta downs are around by perk or power, take 3 hits, looping the killer forever. With the popularity of Adrenaline, this change would rise the popularity of Mom+Adrenaline to like 90%
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I'd say the perk is as good as is. Atm of course, but I think they want to change this soon, there are some killers that don't trigger it with their most used attack and it only triggers on M1 attacks. Which would be no activation at all on nurse blink hits and Legion Frenzy hits. Second might not be the problem as he will be nerfed and converted to M1 killer, nurse would be stupid if not changed (but as I said, I think I heard blink hits will trigger it soon)
Regarding the uselessness against deadly attacks, I think as this is a pretty strong perk, there is no need to change to make it even more useful. I don't complain if I choose Distortion and the killer doesn't have aura perks. And I don't expect changes to have more benefits to make it useful in such games. I don't complain about DC being useless against sulg builds. I don't complain about Proove Thyself being rather uselessa gainst Discordance.
I'd rather say make the weaker perks stronger and keep the stronger ones as they are so it makes more sense to try out new builds and don't have 80% of the survivors run the same perks.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/451408#Comment_451408
Of course not! Survivors need uncommon reusable items to cut repair times in half, not ultra rare offerings.
XD
Well, because survivor items don't imbalance anything, they just make the survivor own killers :P It's a feelgood item, not a game changer
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@legion_main I think you can remove the DC condition, that already pushes the momentum to the killer. And as PeepingPeacock suggested, the first base mori without offerings should work when all survivors are hooked once and alive. So, the DC could be couted as kill regarding this.
Otherwise I would also add the option for ebony mori to do the same as the green mori does now. Allowing the Dying Light build to be possible.
I know you don't want that, but with a ultra rare addon only this scenario should really be quite rare. And as said before, pls dont argue with potatoes. For balancing you cannot take potatoes into account. And there are other builds as well build with consumables like Tombstone Myers that can be quite annoying but are rare enough and still no insta win.
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@CallMeSpidey said:
I have 20 Ebonies and 42 Ivory. 50 something Cypress.
They're too common, Moris should be rare. It cuts a survivors game in half.
I got like 15 on a killer that I brought to (virtually) level 80-90. So I guess that was also pretty lucky. Or you have them from the last event. The present boxes had insanely many firecrackers for survivors and Ebony moris for killers. Otherwise I would agree with Hudson on the average drop chance
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@CallMeSpidey said:
A Mori should be a rare sight, not a common one and when used it shouldn't let survivors know but it has to be very rare.
Devour Hope should be the "Go To" when it comes to Moris, they're too common and it cuts the gameplay by half.
Can survivors get an offering that cuts generator completion time by half?
It's the same thing.
Well, they have the new Prove Thyself, they have brand new parts, toolboxes and Streetwise... That's why there was a comment like "agreed to nerf moris when gen rushing is gone"
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@Skycerer said:
Ebony mori Vs Solo Survivors = Too desbalanced
Ebony mori Vs SWF Survivors = Balanced.
How about
SWF = Imbalanced
Eboni Mori = Imbalanced
Ebony Mori + SWF = Balanced
😋
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@PeepingPeacock said:
I'd rather they just got rid of moris offerings entirely and let the killer mori a survivor once they have hooked all survivors once and all survivors are alive. Survivors would always know when the killer has it and killers are rewarded for not camping or tunneling.
DEVS! @Peanits Review PeepingPeackock's suggestion, that is actually really good
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@PeepingPeacock said:
I'd rather they just got rid of moris offerings entirely and let the killer mori a survivor once they have hooked all survivors once and all survivors are alive. Survivors would always know when the killer has it and killers are rewarded for not camping or tunneling.
Thats actually a nice one! At least you could mori just one survivor and use the offerings to increase by 1/2/3
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@legion_main said:
I get what you mean but what I mean by ¨potato¨ is if the obsession is just a really bad player and killer has dying light then he can easily down him hook him and as soon as he gets unhooked he gets tunneled downed and morid with about 3 4 or maybe still 5 gens left depending on the chase making it near impossible to finish the rest of the gens especially if the killer still has ruin or something up
But yes everything is left up for interpretation and im not saying these SHOULD be the changes made just simple ideas on how to improve the gameplay
Sure this sucks, but what I'm saying is you cannot balance anything in regard of potatoes
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@legion_main said:
It can be looked at from both perspectives but what im merely suggesting is making mori´s into more of a BP boost than making it a instant game winner
I play both killer and survivor and Im rank 1 killer and I will use freddy with a ebony and still get 4k´s with 5 gens still up it´s a little ridiculous especially with stronger killers
Of course I don't know your games, but 5 gens left on Freddy really sonds like the survivors are messing up or there is more than just the mori that causes this outcome. Maybe you want BBQ nerfed as well or something ;P