Exerlin
Exerlin
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- Exerlin
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Thanks! I was thinking of running SC with Botany to get a bunch of quick self heals since I don't like using items, but stuff like Empathy and BT seem too useful to pass up. I'll try everything out once I get the perk
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Glad you had a good time! I wish that I felt like playing the game more during the bloodhunt, but I just couldn't get myself to do it. I might be burned out
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I feel like I have more freedom as a survivor, and I do have some dumb builds that I run when I play that role. As killer though, I don't feel like I can do a super niche build simply because the niches just aren't good.
I was gonna give a few examples of fun perks to run as killer, but I honestly can't find any. Survivor perks are so much better and can give you brand new tools and methods to play with. Autodidact, Diversion, Saboteur, Plunderer's/Ace in the Hole, Poised, Unbreakable/Flip Flop/Tenacity, MoM, Fixated, Second Wind, Inner Stength, ect... just to name a few survivor perks that can not only be useful in some situations, but can be fun to use. Killer perks seem to revolve much more around winning the game. The only killer perks that I would put into the fun and sometimes useful category are Devour Hope, PWYF, STBFL, Agitation/Mad Grit, and Dark Devotion. These all give the killer some new tools to play with, but that's all we really have. There's not enough variety here to make a lot of fun and interesting killer builds, and I think that's why we don't see many killers running fun builds. (plus, there's an incentive not to make fun builds if it requires the player to take off the perk that literally doubles the value of the game (BBQ))
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I'd like to say he's fine, but he's been out for less than a month. It's gonna take a while until we know how to properly play as and against any new killer
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Hag is the best! At least a third of my play time has to be on her alone
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I'd rather see a 5th slot where you can only put one of that character's teachables in. Since most survivors and killers have to unlock exhaustion and hex perks, having a slot specifically for those perks wouldn't be a good idea.
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Fire Up. Combined with Brutal Strength, I feel so fast! And all the other speeds it increases is nice too
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Yeah, Nea's prestige cosmetics are pretty bad now. The fact that there's no blood above the tanktop or on the beanie makes those parts stand out way too much. She honestly has the worst prestige cosmetics in the game.
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These are all very interesting ideas that I'd love to see in the game someday. However, some of these perks need some tweaking.
1: Marked For Murder - Reducing a survivor's speed while in a chase with them is a huge deal. 6% all the time would make them too easy of a target. I suggest something like this:
Marked For Murder - Reduces the obsession's movement speed by 1% for each time you hook the obsession. Only effects the survivor while injured. When a survivor unhooks the obsession, they immediately become the obsession.
2: Fracture - This perk could actually use a buff. Just make it so that it inflicts the broken status effect for 60 seconds, nothing else. 1 minute isn't too long, and the 50% insta-heal would make this perk detrimental the majority of the time.
3: Devil's Deal - I think this perk's almost perfect. To prevent it from being too powerful though, I'd limit it to 2 or 3 uses per match and have it heal you after ~20 seconds, similar to second wind. Otherwise, the killer could do absolutely nothing about it and would lose so much pressure over the course of the match.
4: Escape Artist - This one's kinda busted. Until the devs fix the semi-infinites, this would just let survivors run them over and over and force the killer to bloodlust them to death. I'd change the perk by setting it to a timer of 60 seconds and removing the downsides. One extra vault every 60 seconds isn't too bad since most vault spots are mind-gamable, but it could save you in places like the killer shack.
5: Red Herring - I love this perk! An exhaustion perk that helps you escape a chase instead of just extending it is a fantastic idea. However, I think that 40 meters is way too far and the duration of the scratch marks is way too long. This would be an easy to read tell that every decent killer could recognize. I'd chop it down to a normal duration and an 8 meter range. Also, I'd decrease the time you can run without scratch marks down to 3 seconds. 14 seconds is an incredibly long time to run without scratch marks, and being able to activate that on a whim would be incredibly frustrating to play against.
6: Pre-Meditated - Very situational, but an interesting and fair perk. I wouldn't touch it as the survivors can easily tell if you have it and just not work on gens together. The only change I'd support would be giving the survivors an oblivious debuff without them knowing about it, but I don't think that's possible.
7: Deadweight - This would almost be a fair perk if it didn't effect repair speed. 15% for each other survivor alive would let you complete a gen by yourself within ~60 seconds. I'd remove the repair speed bonus, give you a flat 10% speed bonus to stuff while alone, and give a flat 10% speed penalty when near another survivor.
Keep in mind that Resilience does a very similar thing, but effects everything and only requires being injured. The only reason this perk is balanced when considering repair speed is because it requires that you be one hit from going down. Deadweight with repair speed would be almost as bad as Wake Up was when it was bugged.
I'd also like to note that I love survivor perks with downsides as a general concept! Strong perks that have risk vs reward built into them is a lot more fun than it just being a flat buff to the default survivor, and I'd like to see more perks like that more than anything else
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@ElusivePukka said:
The period would have actually been the way to go for someone who had English as a second language, maybe. WoO does foster a specific playstyle, and the effect is different than that of Fixated, as was stated pretty clearly by the qualifying phrase.
It was the dev's intention, as stated elsewhere on the forums, but I agree it's not the best way to get to their goals.
Oh ok, my bad
Do you have a link for the dev's response? I've been trying to keep an eye out for them to comment on fixated, but I guess I missed it
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@ElusivePukka said:
You might want to read what I write, rather than kneejerk reactions to select phrases. I also didn't claim WoO lead people to off-meta, and I've not put forth my opinion for you to disagree with - I posted the actual answer to OP's question, whether we like it or not.
I did read what you wrote.
"Fixated isn't meant to be for people in red, just like Windows of Opportunity it's designed to foster playstyles in the lower ranks - in this case further away from the current meta."
I think you forgot a period. Without the period between "Opportunity" and "it's", it reads like Fixated is just like WoO because it's designed to foster playstyles. If you placed a period between these two words, it would read as you intended.
Also, I don't think that what you proposed was the dev's intention, and if it was, then I don't think it's the right move. That's what I'm saying
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I think green keys should have the yellow survivor aura add-on built into it
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@ElusivePukka said:
Never claimed stealth was meta, and yeah I don't think this is the best way to address this.
With the lobbies as screwed up as they have been, it's not hard to check out the meta between colour bands: Fixated isn't meant to be for people in red, just like Windows of Opportunity it's designed to foster playstyles in the lower ranks further away from the current meta.
Windows of Opportunity doesn't lead new players to an off-meta playstyle; It helps them learn the maps and looping. I don't agree with you that a perk shouldn't be buffed so that people are forced to play a certain way to make use of the perk. That would be like pushing back against a No Mither buff to reduce all your groans while injured just so that people don't try to stealth with it (despite that being a pretty big benefit of the perk).
Sure, you may succeed in your goal temporarily, but most players will eventually drop the perk because it's useless in most situations. Buffing Fixated (or No Mither) would make it more useful in more situations, giving players more opportunities to use the perk. Plus, this perk could potentially help create some really good stealth players and bring more variety and skill into top level play.
EDIT: I'd also like to note that Urban Evasion shares the exact same role as Fixated (to be stealthly), and it no longer has its uninjured requirement.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/707076#Comment_707076
The exhaustion recovery alone is justification for using the perk.
The numbers on the perk are too small for it to make a huge difference, and since you don't recover while running anymore, it's only really useful if you lose a Chase and get caught again between 32 and 40 seconds. 8 seconds isn't really that much for something that passively recharges
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I'd much rather have the emblem system than the old sacrifice system. You get points towards your emblems by delaying the endgame, ending chases fast, applying pressure, and getting sacrifices, and if you can do all of that, you clearly deserve to rank up.
Back when only sacrifices mattered, camping and cheesy kills with NOED were very viable. All you needed were two sacrifices and 1 extra hook to pip. Hard camping and using NOED secured at least a black pip 99% of the time, and that's not fun or engaging for either side. The bloodpoint system was also bad since you could rank up extremely easily
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Good idea! I'd love to see this in the game
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@Almo said:
Yes, Legion is a delaying Killer. Pig is similar: her head traps are not designed to kill people. They are designed to waste their time while trying to avoid getting killed by them. Legion's update is similar: we gave them more tools to be able to get Deep Wound on multiple Survivors so they waste time mending. For example Legion can now cover 50m during one FF rather than the previous 31m; so it's easier to spot a new target after hitting the first.
As mentioned elsewhere, we are aware of and are fixing the three broken addons (the pins). We are also monitoring performance to see if further stat adjustments are needed.
Legion can spot new targets, but it's much harder to get chain hits than it was before. Good survivors will run away when they realize you're frenzying to them, and it's really hard to catch up to someone that does that within the 20 seconds you have. They could really use a buff to their speed so that they can actually catch up to people before the timer runs out
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@ElusivePukka said:
It's encouraging people to heal. More than anything, it's softly addressing the no-heal meta in low ranks, which is where the perk is used.
Stealth already isn't the meta. If anything, it's reinforcing the meta by making a niche perk fail in more situations
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@OmegaXII said:
Btw does anyone here have good legion build?
I run STBFL, BBQ, Fire Up, and Brutal Strength. I've been having a very good time with it, but you have to play very well for it to work. >30% pallet breaking speed is really useful, and the extra vault speed from fire up can come in handy
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He was in the top half of favorite killers to play for me, but since the rework, I haven't enjoyed playing him. The devs' decision was definitely the right one, but I'll miss the old Freddy.
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I personally prefer a profanity filter, but I'm not opposed to making it optional
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@fangbriar said:
It could be a custom match feature, but people already taunt in matches.
I feel like actual taunts would take the edge off of taunting. A survivor pumping their fist into the air is a lot less likely to genuinely upset some killers, and it would be a fun feature to have in general.
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Doesn't sound too bad, but it would be better if it had a streamlined, stacking effect with the tokens like most other token based perks
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@HatCreature said:
My favorite No Mither build is Object of Obsession, No Mither, and Autodidact. Still not sure what to use for the 4th perk, the whole idea is that you want to be the hero but you REALLY SUCK at it.
Maybe try Babysitter?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/699126#Comment_699126
Wanna beat the meta, play meta or...
I'm trying my best :c (that's part of the reason I'm not running meta, so that as I get better at the game, I'm not having to rely on any perks to play well)
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/699110#Comment_699110
Spine chill is good against the best 2 killers in the game, and at least ok against all others.
No reason not to. Specially since spirit is that much of an issue to you
I don't like running spine chill because I like to run niche builds. The game's more fun that way, unless the killer's running this specific addon. If I could swap out a perk when I get a PB Spirit I would, but I'm not gonna sacrifice a slot on my build for something that happens every 1 in maybe 25 games.
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Everyone's saying spine chill. Why should you always have to run a perk just in case your opponent uses a specific killer and addon?
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I like to do a tiny respect sometimes so that I can bait the survivor into running around again for a hit
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Yeah! I don't play him, but he looks super nice. I might P3 him next
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Mine would be fixated, but the uninjured requirement kills it for me... Nothing else really interests me too much. I think second wind is my favorite, but I haven't even bought the DLC yet.
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Why does Fixated require being uninjured while Urban Evasion, a perk that previously had this requirement, does not?
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I love these ideas! It would make legion much more fun to play. The only things I'd change is your proposed TR reduction (anti-synergy with legion's feral frenzy and the devs said they wanted to keep killers' TR in multiples of 8). Also make unhooking an exception to the channeled action block since it would make unhooking by a legion literally impossible and would result in a lot of 2-hooks (which feel awful as a survivor)
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I wouldn't believe some random guy, but I think you're trustworthy enough.
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/689067#Comment_689067
What type of pallets do you struggle with?Long wall pallets or open pallets?
Open pallets are fine, but long wall pallets are hard for me to deal with. It's any loop where I can lose track of the killer really
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I am extremely bad when the killer mindgames at pallets. I can't see them and don't know what to do!
(if anyone has any tutorials on this pls help me)
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I like it! Especially the first idea. Maybe tune down the movement speed and replace hemorrhage with mangled and it would make for a much better perk to use and face than the current NOED
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I'd like to see her create something like blue scratch marks on some sort of delay as she's phasing. It would give the survivor some information on where she's going/has gone, letting them learn how that particular spirit plays, and gets rid of the un-fun guessing game of "is she phasing or just standing there?"
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@Yui_Yamaoka1224 said:
https://forum.deadbydaylight.com/en/discussion/comment/688369#Comment_688369
I'll have to go read it😊 it was just little ideas
Here's the link: https://forum.deadbydaylight.com/en/discussion/82446/survivor-passives
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I love the general idea, but increasing gen speed or run speed with no extra requirement is busted. I actually made a very detailed post about this exact idea a while ago if you're interested
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Nea because she has some of the coolest outfits to mix and match, and all three of her perks can be useful in certain situations and builds
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I really wanna see Wake Up or No Mither get a simple number buff
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I see no problem with this. It's hard enough to activate, and it sucks when it's active and you get downed anyway.
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"Just use the right addons lol"
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They'll release patch notes alongside its release, and they seem very reluctant to touch killers after release nowadays. I wouldnt worry about it too much
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It's frustrating, but you learn some neat stuff every now and then. Like how I learned yesterday that there was a super strong loop at the main building of Grim Pantry I never knew about
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I really don't see how giving the survivors less information would benefit them. It's like saying that you should never crouch as Pig so that survivors will get off gens as you're approaching them
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Plunderer's, Ace in the Hole, Streetwise, and something like Adrenaline. Loot a good item and you're set for the rest of the match
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I'm sorry if pinging is annoying, but I would really like some insight from a dev on this. This would make the perk so much more fun to run, and it would have a huge impact on us other no mither lovers' enjoyment of the game. @Peanits @not_Queen @Patricia
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@Madjura said:
A problem that I haven't seen discussed in this thread (but in older ones) yet:
Battlepass systems are bad for people suffering from video game addiction and encourage unhealthy play patterns in general.
This is due to the feeling of missing out on things if the system is limited to a specific timeframe. If each battlepass track is available only for 3 months for example (this is just an example, nothing has been confirmed) then the closer the deadline comes the more people are encouraged to spend time on the game. This is due to two reasons:
- you miss out on content that might never come back (cosmetics exclusive to the battlepass)
- you spent money and don't get your money's worth if you don't grind out the battlepass to the max
When I brought this up in the past people have said that it is not the developer's responsibility to care about people's mental health. I disagree heavily with this. A timed battlepass preys on people who are either already suffering from video game addiction or encourages unhealthy play patterns by playing more than they normally would. Some people are also more suspectible to this effect than others due to their personality. I don't have any statistics at hand but I feel like it can universally be accepted that there are some people who care more about having every item/cosmetic in a game than others. These are the kind of people who will then spend more time than they normally would in the game not for recreation, but out of an urge or sense of obligation to have items that they can otherwise never get again.
A timed battlepass where the cosmetics are then put into the store addresses the first point from above, but not the second one. There might be reasons a certain player is unable to progress on the battlepass track, such as unexpectedly having no internet for a few days but this is just ONE example, who is then not only encouraged but rewarded to play more to the point where they neglect their life outside of the game to not have their money wasted.
The solution is very easy:
- battlepasses are not timed in any way, you can always buy them and always complete them at your leisure
A non-timed battlepass system has no disadvantages for any players. Anything else is problematic for the reasons outlined above: encouragement of unhealthy play patterns, preying on people suffering from video game addiction or having an "addiction-prone" personality.
I'd love if they gave us infinite time on passes! I think that the passes are going to be quest based, as in you have to trap x amount of survivors as trapper to advance, so all they have to do is make it so you can only have one active at a time, but can swap freely between any rifts you own. The only other thing we need to worry about is how you purchase the passes. Maybe they can all be available for purchase, but the newest one is on sale?