Dream_Whisper
Dream_Whisper
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@LiveBritishReaction said:
I've had several of these floating around in my head, here are just some of the ideas I've had.
Solidarity
-Increases altruistic healing speed by 25% while injured
-Grants complete and total immunity to the Hemorrhage status effect
-No longer loses self-healing when cooperatively healing alongside another survivor
Bite the Bullet
-In addition to hiding noises, also hides auras
-Activates when another survivor is healing you
-Effects linger for 3 seconds after the healing action is interrupted
-While self-healing, the Mangled status effect is ignored
Fixated
-While walking, your scratch marks fade 10% faster
Resurgence
-Also activates on being picked up from the dying state or wiggling free from the killer's grasp
-Healing caused by Resurgence cannot be regressed by the Hemorrhage status effect
Aftercare
-Instead of losing all aura-reading effects of this perk when hooked, the effects are lost only for the survivor who most recently activated the perk
Any Means Necessary
-Pallet reset time reduced to 3 seconds
-Killers stunned with a pallet reset by this perk are stunned for 10% longer
Corrective Action
-Whenever a survivor fails a skill check anywhere on the map, a token is consumed and the failed skill check is ignored
-You and the affected survivor see each other's auras for 7 seconds
Second Wind
-Heals you to healthy even if you are suffering from the Deep Wound status effect
Dragon's Grip
-Cooldown reduced to 60 seconds
-The cooldown is not incurred if a survivor does not activate the perk in time
Fire Up
-Each token also increases lunge movement speed
Grim Embrace
-Generator block duration increased to 60 seconds
-If the obsession is the final survivor hooked, all other survivors' auras are revealed instead
Knock Out
-Basic attack restriction removed
-All negative effects applied to the dying survivor last until the survivor is healed or picked up instead of for the first 15 seconds of being downed
Mad Grit
-Unlocks the ability to break pallets. breakable walls, and vault windows at 75% the normal speed while carrying a survivor
Predator
-Scratch marks left by running survivors are visible through walls in a 24 meter radius
Some of these perks proposals is nice, others are situational... let me tell my quick review on each one.
Solidarity: Not a bad proposal, considering that Hemorrhage pretty indirectly nerf the useful of this perk and makes such a waste perk alot. Your proposal keep not only the progress permanent, but gives a add benefit counter to Hemorrhage status effect.
Bite the Dust: also not a bad change; makes it practical to used against Nurse's Calling or any killer detection perks while healing. Yet, I am considering that would make Nurse's Calling terrible perk to run, so I would rather if it used for solo healing builds. I would definitely leave Mangled Status Effect, as one additional benefit, as it fits the theme of taking on the pain.
Fixated: Not a bad buff, it would fit well with ninja builds.
Resurgence: Seem bit strong, for both. I will probably only applied to one of the stats, like pickup from the ground specifically. Having both would make healing very strong. Also I like the added Hemorrhage status effect not being applied.
Aftercare: Glad you agree with us, on the whole not losing every stacks and just make it applied to only losing one stack. Aftercare is has the potionial to be just as good as Empathy and bond and kindred; yet it hard to earn the tokens everytime you get hook. I think being hook should remove a token, or the last Survivor whom saved you.
Any Means Necessary: Good change; I do not know why it takes such a long time to reset a pallet, so it should be three; and it definitely would be great if you can stun the killer by a extra 10% along with being somewhat a good counter to Endurance abit.
Corrective Actions: It definitely would be a nice buff to fix new player mistakes; yet it might be a terrible perk still; if you have Team whom constantly fill skill checks or facing a doctor; or a killer running Hex Huntress's lullaby. I feel like there needs to be more ways to earn more tokens like doing good skill checks or something; so that you can carry your pathetic team from making mistakes. I don't know. 2nd affected is nice; so that you have a reason to hate on the one teammates whom keeps screwing up skill checks.
Second Wind: Not a bad buff, considering that Adrenaline is more powerful and offers a speed boost; it would be far rewarding to rescue survivor, get hooked and then broken along with the deep wound after the killer hits you. And suddenly, you can be fully recovered and healthy.
Dragon's Grip: Yes, I would make both the cooldown and the lasting effects of being exposed be 60 Seconds. They should take inspiration from Make Your Choice, and make the activation and cooldown together; everytime a Survivor touch the kicked generator. 80 seconds is too long, it deactivate for the cooldown even if no one touch the generator, and there is obviously no value if a injured Survivor touch the gen. I would also add another debuff, like no exhaustion perk to injured Survivors for touching the gen; so that it would encourage them to heal. Or wait out 60 seconds on the kick gen.
Fire Up: I like that, but it would be nice if they buff numbers abit by one percent or two. Maybe I am asking much, but it would make it worth running by itself; but it also might make it strong on some builds, especially Myers.
Grim Embrace: I like those buffs, adds a new strong Gen Blocking perk that rewards killer for hooking every unique survivor. The obsession buff is also can be bit op, as I do not know if the aura reading lasts for a few seconds or for the entire of the perks effects. It can be busted on strong killers like Nurse.
Knock Out: Basic Attack Restriction needs to be removed, as it restrict the perk to half the killer roster that doesn't relie on special Attacks. The movement speed penalty while down would make a great Anti Tenacity and will help killers track down invisible slugged teammates; it would be nice if I can add one single buff; in which the killer can detect the the Survivor; with aura reading, similar to deerstalker; but only within 6 meters. Just to help killer's find hard to spot slugged Survivor.
Mad Grit: Sounds not physically possible, nor realistic; it would be neato; if I can walk through a obstacles like that; at the cost of 10% of the survivor wiggling progress, yet paused the wiggle by 3 seconds. Window vaults is not possible, but it can help you break drop pallets and Breakable walls.
Predator: I would love to see that possible, especially in some of the strongest loops like jungle gym or main buildings in some maps; it would very awesome to used this information to make good mindgame decisions to catch up with a Survivor whom hold w at loops or juke the other way at killer shack when attempting a mindgame as killer.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261857#Comment_3261857
I don't really mind this, except for healing speed not affecting healing, that's what it's supposed to be used for otherwise the perk would state "when healing others" like WGLF, empathatic connection, or NOLB
Exactly... if only CoH just gives you a Self-Care only attribute alone and doesn't offer any healing bonus, nor stack with medkits. I would be fine with this nerf proposal. There is no penalty, like our current Self-Care.. if only it just striaght up make you heal in 16 seconds flat, or longer if effected my Mangled and Hemorage effects. Then it is a balance Boon perk.
The ability to heal without a medkit is very strong on it own; it doesn't need healing bonus added to it. It makes Killer's not have to deal with 4-8 seconds healing speed when it is stack with other healing perks.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261499#Comment_3261499
There is some risk though and a penalty, you have to set up a boon which can alert the killer where you are if you booned there before or if they are nearby, take the time to set it up, then heal at 75% speed (the 50% bonus healing affects the 50% base self heal which likely accounts for its strength)
Not exactly a risk, more of a delay that pays off significantly, when it comes CoH sake. It kinda hard explain why CoH is problematic and very different then ever Boon perk.
The problem I see are...
1.) Every Boon perk, except for CoH are required to be set up in advance in a particular area, especially close to Killer and can be used effectively when down, in chase by the killer, or patrol route as you are ninja stealthinh by running and hiding your scratch marks. CoH is such a very strong Boon perk, as it can be place just about anywhere, but most especially it is a game changing perk when it can be place as far away from the killer as much as possible; or be placed in a hard to reach and hidden spot that cover a huge area of the map, like Coal Tower from Ironwork of Misery for example. CoH can be pretty much guaranteed to be hidden, while the others are mostly likely to get discovered by the killer and get snuff.
2.) General People that Boon, when the killer comes close or in "Search mode" and looking for Survivors will tend to avoid Boon immediately and try to hide or flee; which is where the risk comes into play. CoH as I said can be placed just about anywhere, but it is far more convenient and stronger when it is away from the killer in the corner of the map where it is for from the Killer's patrol route. This perk can single Handle makes 3 gens situations are to control on the Killer's end; due to the fact that Survivors can relie on that one Boon far beyond the patrol route. The Killer's forced to try stay in a camping/boring playstyle and defend those gens and try to keep the Survivors hook and down and slug near that as much as possible or... throw the game in a ever to snuff a CoH and let the Survivors either gets progress on the gens or reapply CoH as if it is not big deal. Basically, CoH makes thr games stale and can shift the balance in the Survivors favor, especially in SWF case.
That is why CoH needs a reworks or massive nerf, the one Boon perk that needs to be in line with other Boon perks. While the others boons need some slight buffs.
If It were up to me to Rework this problematic Boon perk; I would wish for either 2 options:
Option A.) That CoH removes the ability to self care and it becomes more like a Half Empathy and Half we will make it type of Healing perk; when Boon is lit; all injured teammates in the Boon Radius is reveal to the entire team. The Survivor can group up and give 50% bonus healing speed, which add up to a 100% within Killer's Terror Radius. Medkits/healing perks cannot be stack with this perk.
Option B.) Self Care is allowed; but no healing bonus at all and no healing perks or Medkits will be stack. The stats are the same as old self care, in which it 50% healing penalty. Slightly stronger then current self-care yet not as strong as bring a common medkit. (If we wanted to make this perk better slightly, with over killing it with nerfs; I will allow the ability to self care without making a sound. Give it a free Bite the Dust perk along with Self-Care in the Boon Radius for you and your team that has no medkits with them.)
If only CoH has a true risk in which you need the killer to be close to the boons proximity in order to be effective like every Boon perk; then I think we would reach good balance in Boons be in the game.
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@Waldbeere said:
Hello BHVR,
for the following suggestion I assume, if a survivor and a killer use a map offering there is a 50%/50% chance to get one of this maps.
I would say some killer builds require specific maps. For example you won't play a scratched mirror Meyers on a big open field. I would also say that more often a killer needs a special map to play on his build then a survivor. Suvivors chose maps mostly because of the win rate and not because of certain perks.
Although this is so important for killers, survivors can easily have a big impact on the selected map, because they can vote 4 times. That can make a killer build totally useless. Some killer may end up in tunneling and camping to compoensate this or even a disconnect.
That's why I think a killer map offering should have the weight as 4 equal survivor map offerings. Let's have a look at some examples.
Example 1:
Killer: Lerys
Survivor 1, 2, 3, 4: Haddonfield
Result: 50% Lerys, 50% Haddonfield
Example 2:
Killer: Lerys
Survivor 1: Haddonfield
Survivor 2, 3, 4: Nothing
Result: 87,5% Lerys, 12,5% Haddonfield
Example 3:
Killer: Lerys
Survivor 1: Haddonfield
Survivor 2: McMillan
Survivor 3, 4: Nothing
Result: 75% Lerys, 12,5% Haddonfield, 12,5% McMillan
Example 4:
Killer: Nothing
Survivor 1: Haddonfield
Survivor 2, 3, 4: Nothing
Result: 100% Haddonfield
Example 5:
Killer: Nothing
Survivor 1, 2, 3, 4: Haddonfield
Result: 100% Haddonfield
Example 6:
Killer: Lerys
Survivor 1, 2, 3, 4: Nothing
Result: 100% Lerys
Example 7:
Killer: Nothing
Survivor 1: Haddonfield
Survivor 2: McMillan
Survivor 3, 4: Nothing
Result: 50% Haddonfield, 50% McMillan
This would be logic in my mind. It's some kind of QoL for killers and maybe also for survivors, if this prevent's tunnling, camping or diconnecting.
No, I think Map Offerings is the overpowering Offerings in the game and need a nerf; but not the way you propose. It should be reworked so that, instead of being guaranteed 100% increase chance to go to this map; it should instead 100% removed the chance to go to this map in the map pool. It gives Survivors and sometimes killers a unfair advantage as they can send themselves to a map that fits super well for their builds. A killer like Scratch Mirror Myer can take advantage of the Game or Leroy maps, or SWF can send themselves to Cowshed or Any busted map; for their builds for better chance to call out and used the familiar map layout to exploit and abuse against any average killer.
My rework, will ensure that any Map Offering used will make it impossible to be sent to this map; unless they use the canceled offer and ensure that it is in the map pool. If a killer hates CowShed, burn the new improved offering of that map; so they will never see it. If a Survivor doesn't want to deal with a Myers or any strong stealth killers; just burn the Leroy and game Offerings.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261333#Comment_3261333
Pharmacy and no mither to open chests faster without needing to be hit by a killer and hooked first (by which point the chests have probably already been opened)
Only really used for chest opening challenges, that's about it since it got nerfed (which really was uncalled for)
But again I'm not against it I actually think dark theory needs a buff, I'm just saying how some people might complain against it because they can't catch up, especially in indoor maps like RPD or lery's
Ahh yes, the holding W meta and how those indoor maps have alot of obstacles like multiple pallets, easy line of sight blockers (with many walls), and occasionally strong windows, that ensure that typically 110% movement speed killers will have a touch line of sight. Typically these type maps do not favor Ranged Killer's with typically slow speed and lack of opportunity to get a clear shot. The walls can make Survivors move unpredictable and make it easier to put in a extra few distance. Yeah, the New Boon Dark Theory might be a problem on those maps; but they can also fix and balanced out the totem spawns as well ensure that Boon cannot cover multiple floors like RPD and Game.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260810#Comment_3260810
Right!!! Seriously I would love this, obviously people that are tryhards would complain because they're teammates aren't taking the game seriously but tbh that's already what solo queue is
If you are a tryhard whom refuses to used No Mither as you need to tank alot of hits to survive; cool for them. But if encounter a group of players whom used No Mither together and still try hard with it; and somewhat succeeds and power all the gens and possible open the exit gates and escapes; I will praise them and call them a legend.
I will heavily respect any Survivor's whom do not relie on same old meta perks; and go no perk or no mither. And actually play well
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260707#Comment_3260707
Nah BHVR thinks silent chest opening is OP, it's why calm spirit got a nerf
That is why I do not get the reasons and logic behind it; if they hate Survivors open chests: they why nerf Horder and it unique ability to downgrade items. Why create a perk that is specifically designed to target and Bully the one type of Survivors that you should ignored; yet this perk is designed to punished anyone going into the basement and looting chest.
I am also not a fan of any perk having any downsides, unless the perk effect is very strong. Silent open chest is not that game breaking enough to warrant a slowdown penalty; meanwhile perks like CoH can a "A okay" free pass as Healing Significantly fast for you and your team is quite very strong with no risks or penalties.
And yeah, I with folks whom think Calm Spirit nerf is quite bad and need removal of the slowdown penalty.
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@Hex_iButt said:
https://forum.deadbydaylight.com/en/discussion/comment/3260707#Comment_3260707
Thanks!
I also think boons are totally fine too, even CoH honestly. I just know everyone likes to complain about SH being weak, that was an idea I came up with to at least try to make the perk more appealing/viable for matches were boons may not be in play. But I do agree snuffing should be a lot stronger at least. Entity can block the totem for 60 seconds if they don't want to tie the cooldown to the boon perks themselves too, there's a few ways to go about it.
Even I do not Aggreed on CoH being a fair and balanced Boon; I do agree that most Boon perks are situational and could use some tweaks and minor buff. Shattered Hope is definitely a perk, I can understand why some killers want basekit, so that CoH isn't such a hassle to deal with.
Basekit Snuffing need a Buff, in which a Survivor Boon perk will be disabled between 30 or my preference on 60 cooldown; as it punished Survivor with bad Boon placements and blessing the same totem everytime, and that the killer reeks the benefits of preventing Survivor from booning again. Shattered Hope is fine, as it synergies well with giving you the ability to destroy a Boon totem for Hex Pentimento value. Would be nice if Shattered Hope allows you to crush dull as well, but if I want to add another buff to shattered Hope to makes different then basekit snuffing. Make Shattered Hope allows killers to Revive a lost Hex Perk; thanks to Survivor's Boon. It can be quite good perk for killers when hate losing their Hex after the first 30 seconds of the match. The Killer can relies on Booner Survivor's to constantly bless the totem and give the killer a opportunity to snuff it and make it into a hex instead.
(If I were to balance shattered Hope massive strength in my new buff, the killer need to lose a Generator up to a maximum of 5 tokens, so they can salvage the hex 5 times, using Boon perks)
it adds bit of theme to the perk name, in Shattered Hope of the Booner, as blessing hex Totems or any totem in general can be really risky and will ensure that cleansing is more practically, instead of relying on boons.
But, I would definitely scrap that idea if CoH gets a significant nerf/rework
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I was fine with the 200 being lessened bit; wish it was 150% instead of 100. But the extra downside of losing it after you kill a Survivor makes it worthless. It didn't need it, because it was a hex perk to begin with. Survivor can counter it by simply doing the gens ans committing to it, or seeking the totem when found. It helps Killers whom is good at pressuring multiple Survivors off gens, and if a Survivor dies; whom cares the Survivors are less likely to do gens, if it was a 3 gen situation or if they not even doing the last few gens; or worse case scenario, they didn't even bother completing a gen and waste all the time bullying the killer with Flashlight.
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I am fine with the scream, what I am not fine with is the fact that the scream cannot stop the Survivors from vaulting and dropping a pallet or doing any action; like what Doctor can do. It would be nice quality of life improvement if hitting a Survivor directly with the bottle has some advantages in skill play, like increased the duration of not being able to interact with anything for like a extra second or two.
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That would be a nice Quality of life improvement, if a Survivor DCs while being carried; it should count as Blood Warden activation as a another hook requirement. The game can detect if the gens are done and the exit gates are opening; if the Survivor DC, especially in com; they can will unintentionally screw their teammates, even at the very end!
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/354157/fixing-bad-terrible-perks-go
I love running Autodidact, but its really frustrating when you got full stacks and then never get a skill check while healing until the very end. Yeah, thanks for nothing.
Solution: lets take a page out of the Hyperfocus book. Each stack of Autodidact inceases the likelyhood of a skillcheck and the speed of the skillwheel for healing skillchecks permanently by +4%.
You taught yourself some radical methods that no sane medic would ever employ. That stuff is dangerous and prone to desaster, but you have ripped some people back from Death Door with barely a touch of your healing hands and swear by your methods. This would make Autodidact a true "high risk, high reward" kind of perk, raising the chance of missing your skill checks tremendously, but also letting your breeze through healings like a madman. Might actually be too good as you could routinely pull off 3s heals.
Exactly, My frustration with Autodidact, is the RNG of the perk; and that the RNG is not 100% in your control and favor. In most 1 out of 10 or 20 matches; you actually get some value from this perk; all because the killer is not busy tunneling the Survivor off hook, they are not pressuring alot of Survivors, you are alone with your injured teammate you just save; and now... you are playing the waiting game while healing hoping and praying that Dbd God's have given you some skills checks sooner and more frequently..... Still Waiting.... Damn, i finished the heal and only farm one skill check -_-
Then the other terrible scenario, same situation... by this time, a sneaky Claudette just Boon a totem nearby with CoH; and runs over to you and helps finished the heal with a Purple Medkit... no skill checks and she teabags as a sign of thank you -_- no skill checks....
Autodidact needs Skill checks to spawn more frequently, and please... have a pop up notification like Leader or Prove Thyself and let your teammates know that you have this perk and need them to "back off" so they can farm skillchecks.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3260806#Comment_3260806
This sounds like an acually good idea. Per perk level you start with one token, denoting the max amount of Aftercare survivors you can have under your care, and each hook removes one token. Nice, clear and easy.
Exactly, Aftercare has the potential to be just as good as Kindred and Empathy, yet that one downside in which you loose all token upon being hook, makes it not worth running passively, not to mention the chore of getting Safe unhooked and heals. Just make me lose 1 token, and I can still have alot more uses with this perk.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3260713#Comment_3260713
Here is a cute idea: double back on the removal of BP bonus perks and give No Mither +100% BP at the end of the match. Now soloQ would be even "funnier" with all the No Mither David's running around.
That would definitely fit the Dev's quote status of calling No Mither "Dbd in Hardcore mode" not only gives Survivors to be broken permanently after being hit for the first time, but give them 100% Bonus BP for the rest of the match. It all High Risk and High Reward, for Adept David Mains!!
Also, if I was playing Killer and encounter a SWF running this Improved No Mither full squad, with multiple Bloody Party Streamers, I would probably meme and have fun instead of playing tryhard XD
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@Akumakaji said:
Make Aftercare an alternative to Bond.
Aftercare: after healing/safely unhooking a survivor you see each others aura for the rest of the game. This effect doesn't end when you get injured again.
Basically it's a two way Bond with increased range, but you must manually turn it on for each survivor.
The effect of the base perk is really nice, but it's devastating when you get hit and it all goes away.
I don't know if a permanent whole team aura reading ability would be to strong, but it still needs to be acquired for each Individual survivor in the trial.
Maybe limit the effect to two survivors or even just one? But that might be too limiting (only one). Or how about this: you keep the effect of you acquire your injury via taking a protection hit for one of your Aftercare mates. This feels quite fluffy and in line with the perks idea, while also giving it a nice limitation.
It would definitely would be nice if the Perk lingers longer after hook; I would be fine if you lose a token or a teammate aura upon one hook. So in theory if you save and heal 2 teammates and gets each other auras, but get caught and hook; instead of refreshing and need to start over, you only lose one teammate aura, until you save them. Basically, Aultristic plays can help you earn tokens up to a maximum of 3 for all four Survivors; and you lose one per getting hook twice and then you die.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3260715#Comment_3260715
I think the stun is 4 secs currently. So I'd definitely make it last longer than 5. Maybe the limit would be 6, since that would require kicking a blastmined gen 4 times, which I'm not sure happens most games. Most commonly I get to use it twice in a match if I'm trying to be a decent teammate.
I am fine with that, I just do not want a 10 Second and longer Blast Mine stun; as that would be terrible for any Call of Brine Killers
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To be honest, hook grabs should be not removed entirely and instead just straight up give the killer what he wants. If you want your teammates saves and you are in front of the hook with the killer near; you are Sacrifice a hook state by allow him to grab you period; dedicated server makes grabs unreliable and hard to successfully land as the Survivors can "spam" the unhook button to force the killer to hit and they need to recover and wait out your unhooking. If you are on death hook, last Survivor, or simply dealing with a face camping strong killer like bubba; I wouldn't chance it.
Also, Removing unhooking will not stop the camping problem entirely; as killer's main objective is to kill, not hook as many. Camping is a very strong and powerful means to secure a kill, whatever any players hate or not. If you want camping to be punished, how about rewarding killer by giving them free hooks, grabs, and better chase potional/slowdown; instead of nerfing Camping as killer's will still do it.
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@Emeal said:
Bloodhound
in addition: Running over consecutive bloodpools increases movement speed by stacks. max 5% extra movement.
Running over another survivors bloodpool resets the perk.
That would definitely would be nice, helps make more then a detection perk, as it can be a good Chase perk, it can possibly pair well with Play with your food.
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@JustAnotherNewbie said:
Blastmine: Everytime a gen is kicked that has Blastmine installed in it, the killer is blinded and stunned 0.5 seconds moreeach time. At least now it can work as a sort of kick deterrent as well as a gen control perk.
That would be a fun way to punished the kicking generator Killer's more; everytime they fell for another Blast Mine; the stun duration is increased by another 0.5 second longer then the last; maximum to 5 seconds long stun duration. Kinda like Wraith when burn by a flashlight when cloaked
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3260307#Comment_3260307
At least No Mither would also get buffed indirectly and not be such a troll perk.
Imagine getting teammates who run No Mither with Medkit (I have gotten it and they were prestige 10 or something).
Hope would mean you have to make it to late game anyway.
If people can defend Killers turning around a game with endgame perks, then it's only fair we can defend a No Mither survivor with the prks you listed having a high chance of escape if they made it to end game.
If I were to make a Buff to the "Best Meme perk in the game" which is No Mither; I would do one change which is make it so that Broken Status effect isn't immediately obvious to the killer, until they finally get injured for the first time. This can help remove whole killer mentality of "Oh my. Poor David... looks like I need to tunnel the living ######### out of him, as he is only 3 health state away from death!"
They could buff the other numbers to make it strong; but I think that one is change is good enough to highlight by Dev's quote as "DBD in hard-core mode perk"
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@JustAnotherNewbie said:
Another idea I would love.
Residual Manifest: Blinding the Killer not only causes the Blindness effect for 20 seconds but also makes killer unable to see scratch marks for the same duration of time.
Not a bad idea, I like it!
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@Hex_iButt said:
Counterforce: The aura reading effect should last a couple of seconds longer (2/3/4 seconds to maybe 6/7/8 seconds), and should also ignore Boon totems.
Shattered Hope: Give killers the power to destroy dull totems along with boons. This makes the perk more universal instead of people calling it the band-aid fix for CoH. Killers would still have to find where totems spawn on the map if they wanted to go around to make sure nobody can boon or pair it with Pentimento.
https://forum.deadbydaylight.com/en/discussion/comment/3259977#Comment_3259977
If not revert, I'd give it the rummage treatment Residual Manifest has. Just so nobody ends up looting all the chests to leave you dry.
Counter Force Changes are good.
Shattered Hope is fine, as I thinking Boons are fine... the problems with Boon has to do with CoH alone and well... stuffing Boon Totems as killer is definitely a waste of a time with no benefit besides wasting a Survivor time in re Blessing it and hoping they waste 21 or so seconds in Blessing it in the corner of the map.
If anything, I think Basekit Snuffing should get a Buff and apply a cooldown the the Survivors with the Boon perk; everytime the killer snuff it. Punished Survivor whom bless the totem with a 60 second cooldown, before they can bless again
If pharmacy gets Revert yay, if not... I do not mind any nice QoL improvements to Pharmacy; even Giving passive faster chest open and silent opening speeds.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3259968#Comment_3259968
Or revert the nerf, it was totally uncalled for and I'm not sure I have ever seen anyone even complain about it pre-nerf
Me neither, it was a strange "Buff" in my opinion; as it indirectly nerf to aspect of it. One farming for a free medkit on first try in which it can be "stolen" by some random Meg, well that is chest spawn is busted and sometimes teammates can literally be behind the chest and get a notification to pick up first before the Survivor open the chest can finished the animation and grab it. Plus, it nerf it passively 2nd ability to open chest 30% faster; as you need to be injured the whole time. That sort of hurts it amazing synergies for Plunder's item farming builds.
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@bjorksnas said:
Pharmacy once per game get a medkit from a locker while injured
So Pharmacy is like Inner Healing, but you do not need to break totems and need to be injured to work. I like it, it be similar to Flashbang and can allow you create a Emergency Medkit while in a locker.
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@not_requested49 said:
So not even mention perks like dark theory, Territorial Imperative, and buckle up?
There is a huge list of perks that I can go all day, listed as Bad/terrible perks and how I would Rework or buff them to make it better. I will instead listen to all of your perk suggestions and comment on if it good or bad changes, or suggest something else. By all means, all not changes are perfect balance as the game is evolving and new killers and perks are being added to the rooster; but I do like to see awful and useless perks to somewhat shine in average games.
As for your perks, I can propose my changes to make them better and unique.
Boon: Dark Theory
Problem: This Boon perk on paper sounds amazing, to have slighty faster movement speed within the Boon range in order to Last longer in chase with average speed to slow movement speed killers; even outlasted agaisnt Hag and Huntress. But, the problem is it range is limited to 24 meters and more then likely, the killer will be able to notice the distinctive Boon sound when close by and will snuff it; especially when they know that you are moving faster then normal. The perk can synergies well with haste speed perks like Hope; but but itself, if lacks in strength compared to CoH.
Solutions: I think it wouldn't be too crazy to make Dark Theory have slightly increased range of effect, by a extra 12 or so meters (maximum of 32 or even 40 meters in Radius); just so that the perk will be harder to track by a average killer whom doesn't know about totem placements well. Another solution, if increased range is not okay; would be to increase the speed by 2% or even 4% while injured to make survival in chase much better. And maybe, give it a increased vault speed, similar to what old Spine Chill used to do, to give those players that desire fast vault speed option to run.
Territorial Imperative
Problem: Okay, let's talk about the one and only benefit of this perk... it helps Killers catches any Survivor in the Basement when you are far away; plus a cooldown..... Maybe, if you want to be a Bubba that doesn't want to camp yet still be able return once a Survivor enters your basement; there is that value; but there are so many better detection perks out there, that this perk feels outdated and situational, if by chance you get a Survivor into the basement.
Solutions: It needs a Rework, in my opinion. I would scrap the aura reading in basement entirely; and I would give it aura reading for any Survivor interacting with Killer's power and hooks and lockers. Basically, a Survivor sabotage a hook, rescue a Survivor, hides in a locker when the killer is out of Hachets and knifes, disable my bear trap, etc. The perk will give a aura reading on the Survivor and a killer Instinct notification in lockers for a few seconds. It can have a 20-30 seconds cooldown; but just give me free detection for every time a Survivor interacts, that isn't restricted to the basement.
Buckle up
Problem: Yeah, these perks benefits is trash. Generally, killers do not slug unless they see and know if there are other Survivors nearby or if the situations like last 2 Survivor are standing and they want a 4k. And if even then, the perk is very situational and not beneficial if say... I am facing a undetectable killer. The aura reading on Survivor picking themselves up is lack luster, as typically Survivor take about 30 to even 20 seconds with Unbreakable to pick themselves up or 99% their progress and waiting for instant pickup.
Solutions: Just like territorial Imperative, this perk needs a rework!! I saw Otzdarvia's proposal about this one, I can it can be worthy alternative Rework to counter Slugging in general... it should either
Option A.) Buckle Up will allow you to pick up teammates faster, by 25%. But also will allow to complete remove any Debuffs Status effects like Exhaustion, Mangled, Hemorage, etc. So that way, a Survivor getting pick up can immediately dead hard, could sprint burst away, they will no longer be broken or be slowdown by Sloppy Butcher.
Option B.) Buckle up is now a teammate oriented perk, like Leader and Streetwise; but it allows Survivors to immediately pick themselves up as if they have Unbreakable. It would be amazing perk to counter massive Slugging and the one guy whom happens to be still standing and running around; with this perk; can immediately put a stop to it; by simply running into a group of Survivors whom are all slug and 99%, their progress bar. Instead of you picking a Survivor up, you can just passively run close to them and allow the Survivors to pick themselves up for free. Of course, the only downside is the Survivors running it cannot pick themselves up with Buckle Up alone.
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If by change they give Nemesis a brand new T3 ability, to replaced his pathetic 1+ meter range increase tentacle; I would totally throw in a alternative new range attack that allows the killer to summon a RPG and unleash instant down range attack. Of course, in order for him to used it once and then regain it; they would need to keep on gaining infection gains, which in turn would slightly buff zombies and Discouraged Survivor from abusing the "I am injured, but I need a speed boost so I will run into a zombie for a free get away plan.
Nemesis can have his speed hinder when pulling out the RPG, and it can create a huge impact Radius which will down any Survivor's in one big impact, and then he throws it away
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But then again, a Survivor simple cannot defend their boon; while a Killer can defend their Hex. That is the one agreement I can make as to why I think Survivor should be allow to Boon as many time as you like... however... I do agree that Survivor needs a new requirement to Boon so that Survivor do not mindlessly Boon all the time. I am not sure how but I do think
1.) Boon shouldn't work on multiple floor and cover a huge area because of it. It should only cover one floor and not be a huge cylinder bubble.
2.) Boon that get snuff by the killer, should punished the Survivor will a cooldown; so that they need to wait it out in order to bless again. There need to be some reward for killer to snuffing, such as buying time by wasting Survivor time.
3.) Totems need to be hidden better, especially not next to Generators and not spawn next to Survivor; if possible. So that not only it convenient for both sides; but also gives Killer's hex perks a chance to still be active before it is cleansed.
4.) Blessing Hex Perks with Boon, should never destroy the Hex; instead it should disable it; so it incentives important decision making by the Survivors end.
"If I Boon this Totem, I will have my boons; but the killer can snuff it and bring the hex Totem back, or should I cleansed the Hex for good and ensure that the killer will never have it."
Plus, do not think alot of boons are a problem; it just CoH that gives Boons a bad name; it needs a proper nerf; especially when it different from every Boon perk. That difference is; Every Boon perk is most effective when the killer is close or in proximity of the Boon Radius, while CoH is powerful anywhere you place it, especially when it is far outside the Killer's patrol area, in a dead zone or complete gens which is a "terrible idea" for killer to chase and waste valuable time stuffing.
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I feel like alot of Strength in Survivors, mostly has to do with imbalance or strong/bad maps that don't have any barely any benefits for the killer. Whatever is the proximity of nearby window/ safe pallet from one tile to the next; Whatever it is how far the gens are spread out, or how some Main Structures like Garden of Joy House (more like Garden of Pain House) and Dead Dog Saloons have gens or loops/windows so strong that it is pretty much a lost cause to defend that gen and never bother chasing anyone there.
Sure, a few Killer like Nurse need some chances so that are not oppressive; but there is quite a few killers that need some nice quality of life improvement buffs/ reworks like Trapper, Twins, Clown, Freddy, Myers, Etc.
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Camping Bubba suck, but so does Locker Saves; as like you said; no counter play for any sides in those predicaments. A Bubba has a power that can down multiple Survivors makes it very risky if not impossible to save without giving free extra down and kill to them. Same can be said for locker saves, as the animation is locked, just the same as the pickup and kicking animation; as well as locker placement makes it somewhat easy for a Survivor with a locker buddy to get into position and get free escapes. The Killer simple cannot stop what they are doing, they cannot relie on locker door to mitigate the chances of being stun by a flashlight blind, they simply are helpless in that state in which, the killer cannot down or hook anyone; and is simply wasting their time trying to catch two Flashlight users whom are "invincible" when they exploit this.
They could have done other things like better locker placement or make it impossible for two lockers to spawn together, or even have a reduced stun time to flashlight burns from lockers; but this is a fine change, especially you get a extra window to get the regular Flashlight stun. Just simply camp at pallets or put in the open, and you are fine.
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Kindred Basekit would be fine, for Solo Que only, if they are in SWF, they do not get the luxury when they have communication.
Medkits definitely need Reworks, as Healing is fast and strong. It should Rework the charge and speed add-ons; or increase the time it takes to heal.
As for Iridescent Addons, some of them can be look into or reworks; some addons that are not that amazing and should be scrap or reworked to be something else worthy of a Iridescent addons, effects that dramatically make the killer stronger yet also offer something unique and different playstyle.
I like your Corrupted Intervention proposal, as Survivors splitting up and spawn at different gens is frustration and should be base kit, since they got BT basekit (and possible UB in the future; I am hoping not)
Boons are never the problem, COH is. COH can is pretty much what Old Self Care does but it is on Steroids and can be shared with your team and stack with Medkits/Healing perks. CoH needs a direct nerf, either make it more as a Teammate focus perk and solo Survivor is not allowed to heal themselves without a medkit. Or make it a selfish perk, and you have no Healing bonus nor stack with Medkits. CoH shouldn't be the meta Healing Perk that can benefit solo, and especially SWF teams together at once. And the other Boons can be fine, as they are situational and usually only work effectively when near the Killer; all except for CoH as you can used just about anywhere in the map, especially as far away from the killer or in the corner/obscure part of the map which makes it far stronger "Safe Place" to heal quickly.
Reassures sounds like a nice Quality of life improvement to counter camping; as it buys your hook teammates time for saves; but... there is no incentives to go on multiple chase and get more hooks; when Survivors can easily abuse Map and doing Their objectives times quickly by slamming gens when no in chase by the killer. It not like Scorched: Pain Res. is basekit for killers and it is much easier to put pressure on all the Survivors by killing the weakest link of the group. I would be fine with this additional benefit to Survivor, if by chance, they reward the killer with some gen regression basekit per hooks, to encourage chases more and reward them per down.
As for the last one, NO.... Unbreakable is quite strong, especially when I saw it in actions in the Experimental PTB. I get that Survivors hate being slugged and somewhat useless; but average killers simply without any gen regression perks have no real method of slowdown; unless it is a specific killer with a build in slowdown power. Slugging is a good away pressure the team, and I like some aspects of it to stay to reward killer with pressuring multiple group Survivors. Also, every perks that boost and have anything to do with Recovery like Flip Flop, New Unbreakable, no mither, etx. Needs some serious revaluation for the sake that it can be abuse by Sabotaged SWFs and can easily create lose-lose situation for the killer when it comes to pick up and hooking. That said, Unbreakable as Basekit would be not horrible idea, if they just simple make it last more then 45 seconds; a minute at best; and every recoveredperk should not be effected in speed and usefulness. Power Struggle in Experiment PTB, would need a serious nerf or new requirement; like... you need to safe Rescue a Survivor from hook, and you have one only token to stand near a pallet and activate it.
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I would be fine with the removal of hook grabs, if by chance I can get free gen grabs from Survivors tapping gens. If they are standing there in front of the gen, in front of the Killer for more than a second, I should get the grab for free regardless of them working on the gen or tapping it. It would Survivor forced to abandon the gen even when healthy or having a Adrenaline ready
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@[Deleted User] said:
I'm sorry, but this would be way to exploitable.
How so, alot of players can exploit alot of things; like impossible to pick up down Survivors location, or closed windows in dead dog Saloon in which you can used a flashlight through.
My buffs is design to reward the killer, a free "pop" on any completely Gen on the map, and be able to delay the Survivor's progress of escape alittle longer.
If all five gens are done, and you got a hook or two; you can go kick some gens and forced the Survivors to work on it again. It would reward good killers with more hooks, and punished camping killers whom farm for just one kill and one hook; as they cannot stop some completely gens over one.
Yeah, a 3 gen can happen; but it would then become a strategy and be more in favor for killer in Endgame and makes that part more exciting. Plus, if the killer is bad and hasn't gotten any hooks and spend to long in chase; then Survivors can easily Breese and win.
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@Deathstroke said:
Killers would use this to get 3 gens situations and them camp them and well if you did 1 minute chase you over commited at start. Gens are now fine though some killers just needs buffs to have better chase power.
What kind of buffs would you do, to give killer the need mobility/lethality/map pressure they need for any killer (that isn't a strong one). And if by chance i am over committing, it shouldn't be my fault that some of the game's map balances designs are so imbalance and sometimes lean towards survivors; that experience Survivors can easily ruin your day by exploiting these loops and tiles, and killers are pressure into a lose-lose scenario more.
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@GrimReaperJr1232 said:
1. We don't know if base UB will ever hit live. Entity knows Self-Care's rework and Old Legion's buff didn't.
2. No. Hook states and Completed gens are the two things that should never under any circumstances be touched.
Then how do we address the elephant of the room, which is Survivors having a shorter time span then killer; when it comes to Objectives goals. Survivors just need to finished 5 gens and open the exit gate and leave. Killers's goal is to kill, yet you cannot normally 12 hooks, or achieve a couple hook in a regular game; as survivors have the number advantage (4v1). Killer are more likely to camp, tunnel, and somewhat slug for a chance to down and kill one Survivor; in order to maximize pressure, by reducing that number down to 3 or less.
If Killers cannot have regular 12 hook games, and are more pressure to camp and tunnel; won't adding some sort of reward towards hooks be beneficial like taking back one completely gen's progress at a time.
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That rarely ever happens, that would probably happen if the killer is having a bad day or you or your teammate being quite toxic to them and they simply are returning the favor by letting you bleed put and let the Endgame Collapse kill you. The chances of the killer actually hooking you, are you more then likely, considering you make it easier for them to find you, instead of crawling in bushes or hiding in the corner.
As much as this new mechanic would definitely end this, it still doesn't help the fact that it would make gen rushing more likely to happen, as their is no build in slowdown without slogging involved... and Gen Regression/slowdown perks are going to still be run and stack more often.
Would also wish it would be nice, if the killer finds the hatch and simple close it; when their is a dying Survivor whom is the last one on the ground and just let the killer get a free Finisher mori; considering when I play killer and get into that situation. I dislike wasting time finding you for 3 minutes, I should get a free kill at that point.
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I think it wouldn't be a bad change to remove Hook Offerings, as it can be problematic for Bully Squads to abuse. Map Hook Placement should be fixated, especially near gens and exit gates. Certain maps like Midwhich Can have the worse hooks spawns, especially when the most commonly hooks are right next to the awnsers and it can be problematic if you kill a couple and loose these hooks.
While places like Haddonfield, there are literally one area in which Hooks spawn literally 6 meter together... imagine if the killer got a 2 Survivors down and hook there... yeah, good luck going for rescues.
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@LuthirFontaine said:
Yeah i dont want to be carried to hatch and I dont want to be slugged and left for timer, lets just get on with it. You won, gold star! Now can I hurry up ive only got like an hour to play
This stuff wouldn't be happening, if the Survivors decides to go crawl to a corner and hide instead of crawling in the open and making it way easier for the killer to hook and get you to leave on deat,, instead of bleeding out.
I would like these changes if only the proposal by the devs are much better they what they given us.
Buffing Unbreakable perks and Giving Survivors the ability to pick themselves up a good amount times, to cut back on Killer's ability to slug for pressure is gutted... which in turn is going to make gen rushing more likely to happen.
Meanwhile, Killer's new way of Mori Survivors can be quite a game changer as a experienced and strong killer player that runs the best killers like Nurse; that could have the potential to end the game prematurely without going for a single hook. Yeah... I am do not like that, I like have the way mori currently work, as you can put in some skill in two hooking everyone and having the potential to straight up kill them instead of killing them on death hooks. Sure, they are not as powerful as what the old Mori used to do, but at least I work hard to get my special kill.
If anything, this update feel bit toxic SWF sided, as I bet Sabotage Squad with Power Struggle, Flip Flop, and new Unbreakable to abuse their new found base kit Unbreakable.
Your proposal is definitely bit nicer, and would be nice; if killer is able to pressure a good amount of Survivors with hooks ans less gen progress for the satisfaction of Mori kill. More Skill and risky plays, amazing reward of killing outside of hook. Basekit Unbreakable is fine, but.... the new perk changes, especially new Unbreakable is not fine; as long as it can be abused swf
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3207875#Comment_3207875
A lot of work for a lot of money
Exactly, it would be too expensive... unless Behavior is planned on releasing Paid Mori Animation for each killers. I doubt it
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I do not think 10 Mori would be a option, as that would be alot of animation work.... it would be cool to add one or maybe two new mori; but 10 is much
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If only Suicidal Survivors, can get punished with new type of penalty that involves loosing BPs bonus, to discouraged this kinda of behavior more.
I do not know what Suiciding is such a option, it screw your team, even if it is a weak solo que
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@Crowman said:
Survivors are incapacitated while victor is on them. Incapacitated doesn't prevent throwing pallets or vaulting. Honestly it would be awful if the status did that. If someone is holding victor hostage you can just ignore them (or take victor back).
Also don't know why change from Broken to Mangled when Broken means they will always be 1 shot while holding victory.
If I wanted to Rework Victor different; I would add additional debuffs to Victor most Incapacitated status effect like... losing the ability to interact with any pallets or vault locations; when a Survivor has Victor on that Survivor back. It would make Twin's a deadly anti chase killer, as well as adding a hindrance speed debuff to make holding w a weak strategy.
Injured Survivors whon get attack by Victor, will instead be pounce down to thw ground and be actively mauled by Victor. Imagine the down Survivor doing a Unique animation of which Victor is on top of them and holding them in place. This animation makes it it impossible to do any Recovery progress, ans it forced the Survivor to fight back and do a series of skill check to kick Victor off; or get a nearby teammate to come assist them and kick Victor off for down teammate. The Down Survivor's aura is reveal to the Charlotte, and any nearby Survivors will be detected through killer Instinct, too. It would allow Charlotte to punished Aultristic Survivors, and also allow her to pick up Survivors with victor on them; without being Aultristic saved by pallets or flashlight. (A unique buff, in which Victor will be able to prevent any guarantee saving plays; just by being stuck by Victor.)
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@RpTheHotrod said:
A simple solution is two-fold.
1. Add hooks to boil deadzones
2. Have the 45 seconds be locked in where it can't be reduced by perks.
The absolutely easier solution though is to drop the entire idea. It's silly. It was considered so strong that it required not only a perk slot but also only allowed once a game. Now everyone gets it for free and unlimited amount of times.
I would be fine with the new Unbreakable changes, if they keep the speed bonus yet you still cannot pick yourself up until 45 seconds have passed or a fellow Survivors comes pick you up.
Or add a penalties toward Unbreakable, like you get hit with a Exhaustion status effect apply to you, so they cannot used a dead hard or sprint burst immediately.
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It would be nice if I can straight up kill the obsession immediately on hook, similar to the new Devour Hope effects, as a compromise. It would make it synergy well with Remember Me, as well as STBFL; as I can build up stacks and straight up kill the obsession to make it more valuable to get the other benefits?
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Having free aura reading on hook Survivors location, as well as everyone's else location and actions; can be quite strong if everyone is able to have Kindred Basekit. It would definitely be way strong on SWF, just the same with BT and New UB basekit changes.
If anything, to help Solo Que out with lack of communication that SWF undeniable has; I think it is much better to instead just make a communication wheel or better, add a "Status Icon" next to the Survivors portraits, so that the Survivors can constantly tell their teammates on what exactly they are doing.
If a Survivor A is being chased by the killer, the portrait will show a killer chasing them icon. Survivor B can be doing a Gen, with a Gen Icon, Survivor C is on the hook, and Survivor D (which can be you) could be busy searching chest, or cleansing a important hex Totem or booning, or be a useless Survivor by hiding in a locker or... a amazing teammate in which they are running straight for the hook Survivor, whom is Survivor C.
Basically, just display Status Icons on what Survivors are doing, for all to see and evaluate the game state for all Survivors. And add communication wheel that can allow Survivor to communicate their actions to their team by sending simple quick messages. Like "I am fixing a Generator" , "I'm going to save you (Hook Survivor)", or even "Go Do Gens, I Distracting the killer with chase!" As well as... "Look out, the (killer) is heading towards your location."
Just listing a few examples, they can add a lot more as well as perk related stuff.. like "I have... Perk A, B, C, D" so they can also showcase their builds to the rest.
It doesn't have need to included voice or proximity chat, as I am sure no dbd players want to hear minor's voices or even annoying soundtrack music that has nothing to do with the game's atmosphere. Of course, I also do not want the killer like to take advantage of the fact, that I can hear your proximity chat and reliable find you faster then intended.
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I rather they instead make it not possible to do flashlights saves fron locker grab animations onlu. After all, it is is a very unique interaction that shouldn't be counter and abuse by experience Survivors in bad map spawns near doorways and windows.
I think flashlights saves should only be possible to do, when you do the pick up animation, as well as during the grab animations when the killer is able to pull a Survivor off a hook or window.
If anything, DS and Head On should be the only perks to counter locker grabs.
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Well, it comes down to... Survivor dislikes doing Generators all the time, despite it being their only objective to win for Escapes.
Alots of other Survivors, especially Streamers do not like sitting on Gens, and want to seek any form of interactions with the killer, by any means; but they need to have at least more then one teammates working on a Gen or two at a time.
Killer are more pressure to tunnel and camp more, especially when healing with Boon: CoH & Medkits are strong, Gen perks like Prove Thyself and Hyper Focus are strong, and many Maps are either large or imbalance in its rng map tile connections. It far more anti productive in "Killing" when you trade hooks or go for different Survivors; then if you were find the same survivor or two and finished them off.
The Killer's objective in hooking more then killing is not evenly match, compared the only objective Survivors need to do is Generator Repair, especially when they have they number advantage at the start. That is also why camping and tunnelling is more efficient, as you can easily overwhelmed the Survivors by dropping their numbers. Experienced SWF knows this, so they will do everything in their power, to not let a teammate died and will take the hit or even trade hooks, so they can keep this 4v1 advantage at all times.
Personally, Nerf Generator time to repair shouldn't be the only solution; I think we need to gives Survivors more stuff to do; like looking for Gas To power the gens, giving killers the ability to damage a finished Gen, making Survivor have more then 3 hooks and making it more of a team hook count. (A survivor can protect a fellow survivor by sacrifice their hook states, so they last longer in the hook.) Or better, just Rework Breakable Walls to be more... "Buildable Walls" for Survivors to do (Gives survivor the ability to repair or build up their defense with new walls, vault ledges, and even pallets; at the cost of time wasting in repair/rebuilding; over Gen repair)
Only then, a killer will mostly likely doesn't need to camp and tunnel to win; while being giving more opportunities to buy time and do hooks more then kills.
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I would make Victor do alot more things, like Incapacitated should make Survivors be unable to vault or interact with pallets or lockers once they have him on their back.
Maybe, it would also be nicer quality of life improvement, in which Victor can cling onto the down Survivor's back and keep them stuck on the ground. It would make it impossible to recover, until the down Survivor fight off Victor with skill check or let another Survivor come by and kick the Victor off for their struggling down teammates.
Almost like the Promotional video, it would be a cool new animation of downed Survivor fighting back the annoying Victor crawling at them, as Charlotte is on her way.
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I agreed with this statement, UB however... should have been Reworked or be given a nerf.
Faster recovery time, but... maybe you should be forced to be broken and have a exhaustion penalty.
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My problem with new Mori Offerings, is what if Survivors DC? The game doesn't technically count them as Dead or Hooked, especially when it doesn't count as a kill, by the adept Achievements.
I would prefer more changes to other perks, instead of perks that massive increase the speed of Recovery or perks that just make Survivors exposed or die on hook instantly.
The slugging change is nice, I am fine with 45 seconds; since when I play as killer; I can reliable down just one Survivor and just go after another and make haste. Not to mention, no more 4k slug games.
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If you wanted to avoid a 3 Gen scenario in the first place; follow these important tips
Firstly, do not knock the first gens you see as soon as you spawn; instead explore the map bit and try to knock put the middle gens first; as they make it easy for a 3 gen to happen. Bringing the perk Deju Vu or any Visionary if you wanted to identify gens that can be mold into 3 gens ans work on those first. It doesn't hurt to waste bit of time to explore and have good map awareness, especially if the maps are poorly imbalance for either side.
Second, if you see a killer that is stuck in one area; think carefully as to why they are. If you are certain they are defending those 3 gens for the late game; it is time to drop what you are doing and focus/coordinate teammates (good luck with that, in solo ques) into going into the Killer's patrol route more often, their "territory" and be little risky and bold in fixing one of those gens; so that you can avoid 3 gen as much as possible. Being good at chases, as well as making sure you are healed and ready to complete the gen as fast as possible is important step. Obviously, if the killer is able to tunnel and kill a Survivor before then will make this strategy difficult if not impossible.
But still, Survivors are usually the ones to blame for creating a 3 gen scenario in the first place and need to learn better to not make and repeat the same mistakes that lead to it in the first place.
