Dreadnight
Dreadnight
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- Dreadnight
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Comments
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I think legion would work better with 2 small improvements:
- Power cooldown is 20% faster
- When Legion hits a survivor affected by deep wound with Feral frenzy, his power no longer ends, instead he can keep hitting, but the time of Feral Frenzy will not be reset.
With this change, you can injure multiple survivors and take down a survivor with just one use of feral frenzy.
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I think it would be a hex at the level of Hex: Devour hope. Strong if the totem persists in long games, weak at the beginning of the game.
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https://www.youtube.com/watch?v=5zjDhc6nK-8
Please watch the video again and answer me.
Why are Kate's breasts the only ones bouncing while she runs?
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The game is grindy because its free to play. Oh wait... its not!!!
At least the money goes to maintaining competent service and improve the health of the game, balance, emm matchmaking...? ummmm...
You make a lot of questions. Shut up and keep playing!!
PD: Dont forget to buy some skins in game or shirts in the official shop to keep doing a pretty good job so far.
PD2: Yes!! Im console player.
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I think No Mither should be an anti Exposed perk.
No Mither (rework):
- Survivor start the trial with Broken status, Endurance status and dont leave blood pools
- After take a hit, Endurance status will have 160/140/120 seconds cooldown.
With this change, No Mither will have value in certain situations (for example: Myers T3, Make your choice, etc), and it serves to provoke the killer to attack you.
The perk dont need to be an anti slug perk. Other perks do it better, and the grunts of pain redution is not necessary if the purpose is to be the bait, but you can keep using it with Iron Will for stealth plays.
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yeah, some perks nullify other mechanics or other perks. Like Lightborn or Calm Spirit. But you use an slot perk for that situation.
I dont think that the perk is going to be meta, but I would like it to be more used.
I have no problem on limit the perk to only stuns and allow flashlight saves if people think its too strong.
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@Micheal said:
That sounds pretty stupid.
People would abuse this and tunnel people and not even worry about getting blind or pallit stuns some perks won't even have a use in the game. And that's what flash lights are best used for. And there a fing in this game called skill look up the definition if you don't now what skill is because all this tells me you want every thing to be handed to you. Just get better at the game. There is a perk where you down a survivor one's that are close scram.
I play both sides, Killer and Survivor. Maybe more survivor than killer.
About skill in a chase, Killers are trying as hard to win as the survivor to escape. Like survivor you have tools to save your mate. Its not about tunnel. Its about, if you waste 40s in a chase, with this perk you can protect better your "inversion".
If a killer decide tunnel, the rol of the survivor is:
1- Do gens
2- Try bodyblock the killer
3- Take a hit for your mate
4- Share hook counts
5- If someone have BT, let them unhook your mate
Survivor plays needs coop with other survivors. Its not a 1v1 game
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@Lexilogo said:
Making avoiding stun saves easier is something I'm fine with, but total removal less so. It's not that prevalent a strategy so I don't think it'd be balance-destroying, but a bunch of Survivor Perks like Power Struggle would have even less value than before.
Maybe if stuns/blinds inflicted a lot of immediate Wiggle progress instead? (eg. 50%) It'd still be worth attempting saves with that, but Killers would have an opportunity to deny the save with Iron Grasp, just a limited one.
Also, I think IG could afford to just remove Survivor wiggling entirely, as a QoL change for anybody who just doesn't want to deal with it. (And an extra buff towards one of the Perk's significant uses, dragging Survivors to the basement when that might ordinarily be impossible)
Stun a killer while is carrying a survivor is indirectly wiggle progression. The time that the killer is stunned he dont move but the survivor is filling his wiggle bar.
The perk should be strongly situational like Lightborn.
Lightborn remove totally the blind and give the killer aura reading, but the perk is not op and only strong in some situations. I want to do the same for Iron Grasp.
Survivors can take hits to save his mate or sabo. Iron Grasp is not necessary a free hook, but need some value.
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the point is, mainly, to avoid pallet saves, or any stun save
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@swager21 said:
what do you mean "ds will continue to release survivors (or maybe not)? what would be the point of the perk then?
I thought that if with this perk, ds only stun the killer for 5 seconds but not release it would be a good counter and people would use it more,
but that function would depend more on how it affects the balance of the game.
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My ideal changes for DS:
- DS only trigger for 60s after being the victim of an unsafe unhook
- DS can trigger more than one per trial
- DS dont need skill check
(With this changes, the unsafe unhook timer should be 15s. Survivors stop with BT, DS, bodyblock combo, and they will try to play safer)
My ideal changes for BT:
- Remove the Terror Radius condition
(This perk should work against every killer that camp regardless of their terror radius)
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Maybe is a killer from Evil Dead
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1665139#Comment_1665139
But then you're punished for builds that exploit large terror radius. And it wouldn't be an early detection perk anymore, it would be an active always on buff like Resiliance without being injured.
The perk would still detect the killers, it just wouldn't tell you when they're looking at you, it only tells you when it's close (like Whispers).
The action speed buff is not always active. Resilience needs you to be injured, Spine chill needs you to be 36m from the killer.
Terror radius does not affect perk, perk affects 36m killer constantly. And I think that should incentivize the survivor to take certain actions faster while the killer is around. High risk high reward.
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I think the only change I would make to spine chill is that it is always active as long as the killer is at 36m and does not depend on the direction it is facing (like Whispers).
This change is not intended to be a nerf, but rather a differentiation with premonition and encourage more constant action speed to survivors within range of the killer
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I have an idea to "balance" this perk. (I think the perk is fine, but is very exploitable for some good survivors, combo perks, or swf group).
- Decisive strike only trigger for 60s if you are victim of an unsafe unhook
- Decisive strike can trigger more than once (1 per unsafe unhook)
- The timer between unsafe unhook and safe unhook increase to 15s (from 10s)
With these changes, survivors are punished for recklessly unhook, but the unhooked didnt lose his chance.
Borrow time and DS is not exploitable for survivors anymore. If a survivor waste the borrow time effect for bodyblock, probably DS not trigger this time.
Survivors without borrow time should be more careful when they unhook other survivors.
I know, its a change that would "kill" the perk. But the perk need a balance change in the future.
I think the perk does not currently need changes as long as the game design let the killers camp and tunnel efficiently.
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No mither, Monstrous Shrine, Insidious, Up the Ante (generally luck mechanic need rework).
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Survivor perk:
- Handyman: Your obsession with repairs greatly increase the probability of finding a toolbox in chests. Increases the efficiency of toolboxes by 10/15/20 %.
Killer perk:
- Wrath of the entity: Each time a generator is fully repaired, the entity blocks the other generators for 16/18/20s.
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Remove tier 1 and reduce considerably his terror radius while myers is stalking
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1281556#Comment_1281556
All potencially strong perks should have a counterpart or especial conditions (like mettle of men, Second wind, Borrow time, Deliverance, etc).Yet MoM and Second Wind's drawbacks are so strong they make those perks bad...
I dont think they are bad perks, they are situational and little used. I also dont think that Exhausted perks are op. A bad perk for me is Up the Ante.
My question is, why limit Exhaustion status to just a few perks when this should directly affect the survivor (like Blindess, Broken, Exposed, etc).
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- Exhaustion addons are ok
- Exhaustion addons are strong because a lot of survivors use Exhaustion perks in his builds.
- Exhaustion perks are very good and potencially strong and thats why people use it.
- All potencially strong perks should have a counterpart or especial conditions (like mettle of men, Second wind, Borrow time, Deliverance, etc).
- My suggestion works as a counterpart of this survivor perks.
- If people normally didnt use those perks, Exhaustion addons will be a wasted slot.
- Survivors are not obliged to have those perks in his builds.
- Im trying to do Exhausted Status less specific and more generic. (Like oblivious status, broken status, etc)
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I would like a perk that allows passive door regression.
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Its interesting the idea of rework hemorrhage.
Bloodhound its not the best perk but it fulfills its function and i dont think it needs a rework.
About Hemorrhage... my idea is this:
Hemorrhage (functionallity added): While the survivor is not being healed, the current healing progression is lost 8% total progression per second. It works with injured status and agony status.
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I like idea 1 and 4.
SWF could abuse this, but its not a problem if Up The Ante is not stackeable.
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Balance in this game is very complex.
The game has no control about communication of SWFs survivors and you cant nerf this because you ruin the experience of play with friends.
The short answer is: You need improve solo survivor to take same level as SWFs survivors. (Its difficult but with the last changes I think devs are on it).
To balance this game, its necessary to deal with the problems in this order:
1º: Repair speed (GEN rush)
2º: Rework some maps
3º: Improve solo survivor game experience.
4º: Buffs and reworks Killers.
Sadly, buff killer is the last in the list because Killer establishes how difficult is the match and if you do too strong killer rol, play survivor would become frustrating and they would start playing killer. Its very difficult find a match when people plays much killer, and for every killer in queue you need 4 survivors.
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I think, No mither is a perk withouth a defined role.
It`s a mix of Iron will, Unbreakable and lucky strike. This perks are much consistent than no mither in its functionality.
I think No mither should be a counter of Vulnerable state and others one hits.
Mi suggestions (rework) is:
- Every time the killer hurt you, you gain Broken status until you put in dying state.
- Every hit that will puts you in dying state from Healthy state, puts you in Injured state.
With this changes, you can counter Bubbas, myers t3 and others killer/perks/addons with one hit.
Have better sinergy with other perks and keep the danger with broken status.
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I think most of problems with Legion is:
- Perk sinergy with his power and timers.
- VS good survivors its dificult hit more than 1 with his power
My suggestions is:
- Mend doesn`t have timer
- Survivors with Deep wounds can`t do objetives or heal until wounds are mended.
- Self-Mend should take much more time (this promote others help you to mend faster).
With this changes, his power is better to slow the game, promote survivors to play more cooperative and punish who mend alone, and it makes easier to find survivors together.
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My suggestion:
Monstrous shrine (rework): Survivors in basement suffer Blindness, Exhausted and Oblivious status for 20/25/30s. The status effect timers are paused while the survivor stay in basement.
Is not necessarily a meta perk and could have some synergy with Territorial Imperative.
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Its not too much but my suggestion is:
Slipery meat:
- Grants the next 3/4/5 escape on the Hook has not penalty.
- The odds of freeing yourself from Bear Traps are increased by 15/20/25 %.
With this change, survivors could take extra escapes without fear of lost progression on the hook.
PD: Sorry for my english.
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I think Unrelenting dont need to be similar to STBFL. It also doesn`t need to be top tier.
My suggestion is:
- Unrelenting: The cool-down of missed attacks is reduced by 16/22/30%. Additionally, Lunge attacks are sigthly longer.
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No mither (Rework suggestion) :
- Dont leave pools of blood
- Inmune Exposed status
- When the killer hurt you, you gain Fractured status for 100/80/60 seconds.
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I`ll introduce a new perk like botany knowledge.
NewPerk: You gain the ability to read hooks auras in 20m radius. Additionally, increase sabo speed 15/20/25%.
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Here I leave another suggestion focused on skill checks.
- Every triggered skill check have an 8% to be a Lucky Skill check.
- Lucky skill checks have not penalty for fail.
- Lucky skill checks are hard to success
- Successed Lucky skill checks have more progression than Greater skill checks
- Hex dont apply on Lucky skill checks
- Luck increase the probability to trigger Lucky skill checks
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I thought a similar idea about a mannequin with scissors who can exchange his souls with other mannequins in the map.
Maybe Chucky is hard to imagine in this game, but Behaviour can invent killers with the concept of a lincensed killer.
All suggestions and ideas are to be appreciated.
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Luck could reduce the hitboxes making it easier to avoid an unfortunate hit.
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I dont know if Calm spirit prevent the notification when someone unhook you, but i think that should do it.
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No mither.
I cant imagine this game without this perk.
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Hi, i like some changes that you propose. I leave here my suggestion too.
Open handed (rework): You share your aura reading with other survivors in 20/24/28m from you.
Monstrous Shrine (rework): Each time a survivor is hooked for the first time in basement, you gain 1 stack. For every stack, the progresion of the entity in hooks and game colapse is 12% faster. Max 4 stacks.
Technician (buff): On a failed repair skill checks, there is a 50/75/100% chance that the generator explosion will be prevented.
Wake up (buff?): This perk would be more useful if the doors did not send location notification to survivors when last generator is repaired (Killer buff).
No mither (functionality added): Added 5s of Deep Wound when the killer hurts you. This have 60/50/40s cd. (This is useful vs vulnerable state and it give you the opportunity to hide and mend, or get up).
Insidius (functionality added): When you hook a survivor, the location of other survivors in 12m from the hook is revealed and your terror radius becomes 0m for 5s.
Up the ante (buff): Luck added increase to 3/4/5% for every other survivor alive.
PD: Sorry for my English.
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My suggestion for the pig is:
- First jigsaw box should never give the key.
- The timer of the traps should be activated immediately, and his timer up to 2:30 min (currently 2 min).
- When a generator is repaired, the time of the active traps is reduced by 30 seconds.
This should punish the gen rush.
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I also think that self-care is a problem. I take the post to also leave my idea.
Self-care: Reduce the consumition rate med-kit charges by 50% when it is used to self-healing action. Also reduce the time needed to heal madness or Deep wound on you by 10/15/20%.
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@Orion said:
1. Already tried and abused by survivors.
2. You don't deserve a reward for failure.- I did not know it. I'm new to the forum and I've been playing for a few months.
- I do not see it as a reward, but rather a buff to a perk.
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- To fix camping, I would put an 8m aura around the hook that paused the progress of the entity while the killer is inside.
- Tunneling i think is not a real problem if the survivor have a chance to escape. I would have "Hope" perk works also for 1 min when you release a hook.
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I always thought that No Mither only needed a deep wound injury for a few seconds (5/10/15s) when the killer hurts you. In this way, it gives you more possibilities in chases, and we would benefit better from the ability to recover the dying state.
And it would work well against Exposed status or other instakill.