Exerlin
Exerlin
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- Exerlin
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Other than the maps with brainless window loops, I'd probably say Haddonfield or Ormond's.
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Alright, I finished it. I really wish the forums had a little confirmation pop-up before you submit the post :(
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/645618#Comment_645618
Nope, because that will cost you being broken for 80 seconds, not 20, as said in the livestream. The killer's terror radius reaches you before you automatically fully heal, and you're basically m1able.
ah, good to know!
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I'll definitely be running second wind a lot. Pair it with deliverance and you can basically negate the killer's pressure when first hooked if you're able to save someone before you get hooked.
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I don't think the perk will override the downside of something like no mither, but if you have a temporary broken status, it's either going to 1. Remove that broken debuff immediately and heal you or 2. wait until the broken status effect expires and heal you then. We can't know for sure how it interacts with other perks right now, but we do know that it will remove the broken effect Second Wind gives you itself.
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Mindbreaker is a buff to Sprint Burst
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I really hate how fixated won't work with no mither! That's genuinely upsetting
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I like the idea of mixing this perk with brutal strength and fire up for insta pallets, but losing all of your tokens upon breaking it wouldn't make it useful outside chases with your obsession. I think the perk should stay how it is with the speed buff, just do what @malloymk said.
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@Atrushan88 said:
@Exerlin the reason I stated 3 David's and 1 Jane would be the 3 David's would have 10% action speed each while the Jane would have 5%(if her passive works on herself). They could easily 99% their heal as well to heal at the opportune moment(being chased).
As for my idea, yeah, I did include buffing weak survivor perks to be strong enough to compete with already strong ones. Jeff originally I was thinking of having that perk where he breaks hooks he's on. it's still a pretty damn good passive, and I feel the only reason people don't use it more is because there are stronger ones. Having it stuck on a survivor though would make it enticing enough to use because they still have 4 perk slots for other things. I could be wrong though, and he could use Distortion or a buffed Distortion. Claudette for example, I planned on buffing Botany Knowledge to compete with the others. I could give you an entire list if you'd like of changes/survivor passives that I had in mind. Autodidact in general needs a buff though(and I really think 10% increase skillcheck trigger odds while healing is the way to go), I was planning on giving Adam Deliverance because it's really decent and used often enough. The only thing about Deliverance and Decisive Strike is the killer would already know you had it because you were a Laurie/Adam. But at the same time, the killer still couldn't do anything about you having it. For example, a killer can't just sit there and watch Adam until he goes into struggle or he's losing pressure. At the same time a Laurie still has a 1 minute timer after being unhooked before she can be picked up, so I'm not sure it'd matter too much regardless of them having perks that had some sort of counterplay. Jake for example I was going to either give him Calm Spirit or Saboteur, but buffed to 100% speed without a toolbox.
David would get a 5% boost, not 10%. That would be way too much since it would literally be better than an entire perk, which I wasn't going for.
I do really like your idea though. I'd be happy if that were in the game
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I love that survivor scratch mark perk! I really hope that's real
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It is ok. A buff to 30% would make it much more appealing without making it meta I think.
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@Atrushan88 said:
@Exerlin Your idea would create a meta. Some picks are more powerful than others(as for example the Jane + 3 Davids one, where all 3 David's have 10% action speed increase while Jane has 5. That's 35% action speed increase to all actions). My idea, while on the outside takes away options, in the grand scheme of things gives you more options. Some perks that would be trash tier otherwise become decent perks because there are less really strong ones. Dead Hard, Balanced Landing, Sprint Burst, and Lithe are all good abilities, and being tied to a survivor would not make everyone flock to one over the other because they'd all have something equally powerful in most situations. Claudette could have Botany Knowledge at base, making her heal more(and designating her role as a healer). Just things like that. I don't think it'd drive anyone away if they could run Lithe + Dance With Me + Quick and Quiet + Alert + Urban Evasion, or other such normally impossible builds. It'd give you an extra perk slot. Yes, it'd take things away from the overall pool of survivors, but the perks that see less use because they're not impactful enough would be more impactful due to the power vacuum.
(just to clarify real quick: David's passive is 5% increased action speed for himself when injured, Jane's is 5% increased action speed for each injured survivor next to her)
I know that it'll make some people choose a survivor because of their passives, but that would happen with any passive system. Some players will min/max everything they can and try to play the game as optimally as possible. Others will play who they want, learn how to use their passive as optimally as they can, and probably even make perk builds around that survivor's passive. Trying to avoid any sort of meta when implementing survivor passives just isn't possible, and making a weak meta is a better goal. I don't think the passives are weighty enough to demand every player play David or Nea or whoever would become meta.
I'm growing to like your idea too! Giving survivors 5 total perk slots, 1 for a strong perk and 4 for weaker ones, sounds fun. However, I'm worried that this would make a strong meta and entice players to choose a certain handful of survivors over the others. For example, hardly anyone would play Jeff since none of his perks are that good. Compare him to someone like David who would most likely have Dead Hard as his perk. This is a big enough difference in power to drive people away from Jeff because he's simply a bad survivor. An easy fix for this, however, would be buffing the weaker survivors' main perks into something comparable. Maybe make distortion regenerate tokens over time, remove autodidact's penalty, increase the effectiveness of boil over, ect... This would still create a stronger meta than my idea, but it sounds like it might be more fun, which I'm all for.
@C3Tooth said:
There was a suggestion like this before, and it will actually make meta build or meta survivors.
I had a suggestion before as:
- Giving survivor ability to add the 5th perk (only one of their 3 unique perks in 5th slot) and lose ability to bring in or pick up items.
- Giving each survivor their unique perks at tier4 by default, so their unique perks will be always more powerful than other survivors.
But in the end it will make Clau a meta since she will have free slot for Self care (1), or more powerful Self care (2).
The 2nd idea wouldn't be great since it would force you to use a perk slot for it to have any effect. The 1st idea is better, but it would cause some huge balancing issues and a strong meta since it would be the equivalent of adding a 5th perk slot. Chances are that you'd be seeing a lot more Lauries if that change came into effect.
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@Atrushan88 said:
I like a few of your ideas, I do think that having a Jane with 3 injured David's at 99/100% healed might be a bit powerful, but overall not overly OP. The problem with this is I don't think survivors need buffs at base without any kind of nerfs.
I would much prefer if survivors got one of their personal perks each as a passive(while removing that as a universal perk), that tiered up as you prestige them. This would give more incentive to prestige. You wouldn't see people with Decisive Strike + <insert exhaustion perk here> + other top meta perks anymore, and some of the older less useful perks would become more useful as a result, shifting the meta. I don't think it'd make them overpowered to have one powerful perk as a passive because overall they're losing perks from the pool of universal perks to make up for it, and what would be left would be mediocre perks, that have some decent effects that are overlooked because other perks blow them out of the water.
I thought about doing something like making some perks or tiers of perks exclusive to that specific survivor, but that would mean we take options away. I think that change you're suggesting would take away too much and would cause a lot of people to quit.
On the balance bit, I don't think these changes would really tip the scales at all. The numbers aren't big enough to drastically change the outcome of matches. Also, the main problem that causes survivors to be too strong right now are the maps, and they're reworking those!
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/640697#Comment_640697
4 minutes?
No. I've had games where Survivors sabo EVERY HOOK (besides basement). It would be impossible to hook anyone and it would lead to nothing but slugging.
Hook sabo times are fine.
But because hook respawn times were so short and applied so little pressure, you were able to hook them. Understand that when survivors are sabotaging, they aren't on gens and aren't getting any closer to completing the objective. If survivors are spending most of their time sabotaging, it might be a long game, but it's an easy win as killer.
Also, I was wrong; The time it takes for a hook to respawn is 3 minutes, not 2. They should at least buff saboteur since 30 seconds doesn't even add a quarter of respawn time.
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I think it would be better if they buffed the hook downtime to 4 minutes or buffed saboteur to keep hooks down for twice as long. 2 minutes is not a long time, and chances are that you'll be downed after the hooks have respawned.
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For survivors:
Increase the pain noise reduction of No Mither to 100% when standing.
Change Mettle of Man to require 5 hits of any kind to become active.
Buff No One Left Behind to increase your altruistic action speed by 6% for each generator completed.
Increase the action speed increase of Resilience to 10% (why is it 9%??)
Buff Flip Flop to convert your recovery progress to wiggle progress at a 1:1 ratio instead of a 2:1 ratio. The max conversion is still 50%.
For killers:
Change Spirit's prayer beads addon to only reduce the radius survivors can hear the whooshing sound by 16m.
Buff Fire Up to also affect missed attack and successful attack cooldowns.
Increase the amount of traps the Trapper can carry by default to 2.
Increase the base distance of hag's teleport by 8m.
Increase the movement speed and action speeds of feral frenzy to the values before the rework.
Make the Wraith's uncommon windstorm addon baseline.
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I feel like the only thing you listed that is an actual band-aid is bambooze for infinites. Every other perk just gives the killer an extra thing to play with, like pretty much every other perk in the game.
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Spirit. Playing against her just isn't fun for me or any of my friends. She's the only killer we've been tempted to DC when playing against.
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20% would be almost pointless. Even 50% wouldn't really be busted since it'll all go to waste if you get picked up anyway. The only issue this could possibly bring is a synergy with flip flop, but you're permanently injured so I think it balances out.
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I'd like to see pretty much every action killer can do be added onto fire up, or at least the actions every killer can do. That's including missed and successful attack cooldowns. I feel like the numbers are low enough that it wouldn't be too busted, even when combined with unrelenting or STBFL.
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I'd like to see something like a prestige version of the character's default alternate outfits! Like nea's flannel shirt, baggy pants, and short cut hair
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/629257#Comment_629257
On Hag you can try this build : Ruin, A Nurse's Calling, Monitor and Abuse and Sloppy Butcher.
Sloppy is decent on her, but nurse's isn't really useful on her unless someone's healing in a dangerous area, like a corner of the map. That's been my experience with it anyway
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It does. You reported it correctly, and he'll definitely be getting banned.
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Nea because she reminds me of some of my gay best friends from high school
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I tried running corrupt intervention as hag, but it hasn't been very useful. Ruin seems like an important part of her kit. Any suggestions for other perks to run? (I run PGTW, agitation, and BBQ, sometimes mad grit)
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Let killers move at like 50% speed with it active! Make it actually decent!
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He's annoying if you're trying to play stealthy, but if you're a good runner and he doesn't have range addons, he's not a great threat. I don't really mind facing him
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People play hag like a camper all the time because she is heavily punished for moving away from a specific area of the map. People would enjoy playing as and against hag more if she had infinite teleport range since she wouldn't be so reliant on snowballing with hooks. Also, this would make maps such as Rotten Fields not so awful to play on as the hag.
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I'd rather have a werewolf killer that switches from human to werewolf form, similar to how doctor changes, but switching with the control key instead of M2. Human form could be normal 115% killer, and the wolf form could be 110% with a leap attack or something.
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With all the teachables in the game, it'll take way too long to get a perk you want if you're looking for any specific ones. I think it would be much better if the shrine refreshed every day. Otherwise, you'd probably be able to get the perk you want faster by saving up for the character it belongs to.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/627448#Comment_627448
She’s a fun challenge. I love a challenge.
I do too, but it feels like I can't really do anything to deal with her, especially without iron will. I like a challenge that feels somewhat fair, like hag vs a couple flashlights
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@Acesthetiic said:
Hag is my favorite to play and Legion is now my least favorite to play. Favorite to play against is Spirit, while my least favorite to play against now, is trapper. Trapper traps make me anxious boi.
You like playing against spirit the most?? It doesn't even feel like mindgames with her, it's just a guessing game
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You're paranoid. It's just a QoL update, and will make queuing up as survivor faster. This also might make killer queues shorter since survivors will be spending a higher percent of their out-game time queued up instead of gathering everyone, so it'll probably benefit you as well.
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Wouldn't make sense since they aren't going to be making it harder to prestige your characters, only to get the perks you want.
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Maybe they could re-purpose the old borrowed time effect for it? Set MoM back to it's initial state, but instead of completely tanking a hit, you go into the old BT state. This would make it decent enough to save you sometimes, but might just result in you either being forced to run SC or a medkit with it and heal an extra health state or get downed in 30 later. This still gives you a free hit without taking away all of the killer's pressure on you since you need to heal yourself twice to become healthy.
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Sometimes I need to get off for the day because of a match I played against a bunch of #########, but the main reason I quit the game for a bit is because I just get bored of it. There's only been one time I took a break because of toxicity
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It would be interesting if undetectable was tied to a hex perk like the third seal. It would be pretty bad since it's a hex perk, but it would make some interesting builds
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Those look really cool! Oblivious would also be a fairly decent status effect to put on some addons like legion's buttons. We don't have many of those
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Is the sound busted again? I played killer and survivor yesterday, and I could hear survivors' and spirit's footsteps just fine
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I'd love for this to happen. Having to rely on consumable items to make a killer somewhat viable is awful game design imo. I've been trying to play wraith at rank 4, and there's way too big of a difference between addonless wraith and even uncommon addons wraith. It's a small difference, but oftentimes is the difference between getting stomped and having a decent, fun game.
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When people go down trying to body block a hook/basement, but I have mad grit (:
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The WGLF nerf. It finally made playing survivor a good option if you wanted to level up your characters, but after its nerf, survivor BP gain is still much lower than killers. It made survivor feel more rewarding.
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Not anything super unique to her, but I like running thanataphobia (since survivors are probably gonna be injured longer) and infectious fright (since slugging and going after the nearby survivor can get you an easy infection, down with corruption, or down with the broken survivor).
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And I'm alternating between these survivor outfits:
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As a survivor, ruin doesn't really bother me too much. I've gotten pretty good at hex skill checks, and while I can go on some pretty nasty miss-streaks, it's not really an issue most of the time. I started running pop or thana instead, depending on the killer (thana on plague and legion, pop on pretty much everyone else). Seems to be working well enough
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It should be so that you can only choose from the character's teachables, and the perk is stuck at a lesser rank or something. Some perks (like WGLF) could be their rank 1 version, and more powerful perks (like self-care) could be a nerfed version (such as the old 30% self-heal speed). That way, it gives survivors some way to be unique as well.
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I do too, but you know that people would just smack on NOED or something onto their current builds :(
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@Mister_xD said:
a very unique and interesting idea.
while i really like it, how about indoor maps?
lerys memorial and the game are both indoors, the whole map (besides the escape area). would the offering just be 100% useless on those maps?
and if it does happen to work, what about the games 2 lairs? will it only rain above, or also below?
what about mount ormond, where there is snow instead of rain (also lerys) or the red forest, where is already rains? will there be snow storms specifically for those maps?
i would love to see some more weather in the game, i really do.
but making it an offering might clash with the current weather effects on certain maps, which also could easily lead to bugs.
Maybe it could still effect the terror radius and scratch marks, and instead of playing the normal rain sound, it would play a muffled sound like you would hear if it was raining inside.
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You managed to make no mither even worse! Adding resilience and iron will to the current no mither wouldn't even be close to being busted, but taking away the infinite unbreakable and half iron will would easily stop the two people that run the perk from ever using it again.
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@Rivyn said:
O. . . that makes sense. Isn't that a bit of an exploit, though?
More of a tactic. An exploit would be something like getting on top of a rock that is supposed to be unreachable.





