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Exerlin

Exerlin

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Exerlin
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  • image.png

    Do people not know this perk exists?????????????????????????????????????????????????????????????? Use it with blood pact or im going to MORI YOU

  • Seems fine to me, but i do trip a lot so maybe it's just me

  • It's 3%. Reminder that Blood Pact gives 7% and Teamwork: Power of Two gives 5%, they both have extremely similar conditions to each other, and I haven't seen that combo around at all. I don't see Made For This actually becoming a problem

  • @Exerlin said:

    Self-Care + Botany Knowledge lets you heal yourself more efficiently than being healed by someone else. Healing yourself with this combo grants +0.85 charges per second and requires 1 survivor. Being healed by another survivor by default grants +1 charge per second and requires 2 survivors. You need 16 charges to heal a health state, so the resulting self-heal from this combo lets you heal yourself infinitely in 18.8 seconds. Honestly, that's huge, especially since all other survivors can do whatever they want during the duration.

    This sadly isn't true... I was not aware that the formula for healing speed changed. Your speed bonuses are added up, and then everything gets multiplied by 0.35 . So that'd be, in charges per second, (1 + 0.5) * 0.35 = 0.525. This isn't too bad, but... I am a little disappointed.

    image.png

    I was wondering why this was slower than expected. I no longer think that Self Care is a good perk to use at all. I would recommend some other perk that gives you health (or even Leader at this point)

  • @Marc_go_solo said:

    The Chapter is head and shoulders over the Skull Merchant chapter.

    The thing to take into account is, as far as I can remember, every chapter has had people bemoaning it. It's pretty much par for the course, especially when people are declaring a killer is crap less than 24 hours after release (which is never enough time!). Just the same old circle of vomit.

    I like this chapter and The Singularity will be a decent killer as time goes on.

    This is how I feel exactly. I don't remember a single chapter that didn't get this kind of reaction. Maybe the Huntress update? I don't remember

  • Did the devs really just ban this guy because their killswitch wasn't working correctly? wow

  • It is very nice at times, but leaves a little to be desired since it expires once the generator is finished regressing.

  • This is just normal killer gameplay. What exactly here shows that this killer is trash? Looks like Adrenaline has the spotlight for this clip. Why aren't you complaining about that?

  • skill issue

  • Self-Care + Botany Knowledge lets you heal yourself more efficiently than being healed by someone else. Healing yourself with this combo grants +0.85 charges per second and requires 1 survivor. Being healed by another survivor by default grants +1 charge per second and requires 2 survivors. You need 16 charges to heal a health state, so the resulting self-heal from this combo lets you heal yourself infinitely in 18.8 seconds. Honestly, that's huge, especially since all other survivors can do whatever they want during the duration.

  • @Gandor said:

    OP's suggestion is too weak (the perk would be still bad on anyone, but meyers and even he would probably rather take anything else), @Devil_hit11 's one just too strong. I would go with @DaddyMyers_Mori 's one, or simply add 2 tokens per gen (should be easy for devs).

    If you control exactly when the perk uses its tokens, it could be strong on any killer. 80% bonus lunge range is no joke, but in the perk's current state, it's a bad joke. There are actually a lot of places in my matches where the lunge range would net me a hit that otherwise I wouldn't have gotten. It's just that the times where I actually have a token available, a normal lunge is required, or I don't get the hit, making me use the token or play badly.

    I do like @DaddyMyers_Mori 's idea too, but it doesn't fix the perk's issue at its core. What's your opinion on combining our two ideas together? Would you feel like that would be too strong?

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451731#Comment_3451731

    It would be more difficult to implement.

    Right now you either did lunge, or you didn't. It would be kinda annoying to track animation duration, when you also have different hit (ping issue) on survivor and killer side. So it could be unreliable.

    It would be way easier to just give more tokens. You could simply add 1 per unique hook. This way it also promotes going for different survivors, which is good thing.

    They already track animation duration because you can end any lunge earlier by letting go of M1. Plus, the default lunge duration is the same for every killer. They could just make a simple timer that takes away a token if the killer is still lunging. I'm sure the dev team won't have problems with making a timer and some if statements.

  • @DaddyMyers_Mori said:

    I would be fine with losing token for each lunge, so that perk is basically trade off.

    But generators finished is very limited requirement, it would be nice to have some other way of gaining tokens. 5 per game is not much.

    Good thing is noone expects it when you use it, but it's just too limited to be meta perk.

    Do you think it would be too strong if it didn't lose tokens for standard lunges? I think it would be if it weren't for the generator finish requirements and the max of 5.

  • I think it's cool, but I also think it should have a better down side, like making you broken for the entire duration of the match.

  • Awesome! I don't do challenges, but I do use No Mither a good bit! You excited for the 3% haste while injured perk too? :3

  • Yo I got flip-flopped myself about an hour ago!

  • No Mither (Recovery speed), Unbreakable (Recovery speed), Tenacity (More time to recover), Flip Flop. Bring a sabotage toolbox and find a spot where you can go down and the killer can only take you to 1 hook. Break that hook, go to the spot and try to make some noise.

  • Ah thanks y'all, I won't be coming back then

  • NFTs, character removals, and forever unchanging meta? lmao i don't care anymore, i have lost all interest in ever playing this game again.

  • Corrupt, Surge (if m1 killer), Pop, and probably some way to get free health states, like MYC or that one perk that makes your lunges further. I ran that on Wraith for a bit and did quite good, the lunge perk gives me 1 or 2 hits a game I wouldn't have gotten otherwise.

    Sloppy Butcher is also a really good perk, if you're m1 killer

  • hmmm I'd say corrupt intervention and whispers is still a solid combo. If u think that you'll be fine with just two other perks, then I'd give it a shot!

    I haven't played the game in a while though so take my opinion with a grain of salt

  • I've always been a big fan of adding more perk slots. The game has gotten stale with the 4 year old perks still in the meta and all of those perks that have situational effects.

  • Yeah, that'd be great. It would also be cool if the cosmetic selection screen had a vertical scrolling design instead of a horizontal page design. That'd fix your main issue right then and there

  • Balanced Landing. Nea was the first survivor I ever played, so I used her perks a lot starting out (except streetwise that immediately got tossed aside)

  • Blood Oath - Pressing the active ability key allows you to unhook yourself during the struggle phase. Grants you 6/8/10 seconds of endurance. After using this perk, you will be immediately sacrificed the next time you enter the dying state.

    I really like the idea of "a survivor that treats the Entity as a higher power/god" that has a bunch of perks with drawbacks!

  • Run Alert. That perk gives you a lot of awareness of where exactly the killer is at certain points. For WoO, you just gotta go cold turkey. Get used to looping without its help and you'll become a pretty great survivor.

  • Ruin. Horrible to play with (normally gets broken super early) and horrible to play against (sometimes no one can find it and the killer also has ruin so you die). Not really looking for it to get a change, I just personally hate the perk and other hex perks

  • @Teacyn said:

    The main issue I see with a system like this is that it might allow for some crazy stacking of synergistic perks - Some of these perks are so powerful together that even with halved power they are superior to either by themselves. Such as We'll Make It + BT, (unhook safely in range of killer, fast heals if you're safe to unhook anyway) or Unbreakable + Soul Guard (recover super fast, have endurance when you do so, can pick yourself up entirely if under effect of a hex). Removing the parts of these perks that makes them synergize so well with a system like this would remove their identity.

    The other issue is balancing. A lot of perks have lopsided power levels - Their power is heavily contained in one specific aspect of the perk. I.E Saboteur, the hook aura reading on that is basically just a convenience feature that barely actually contributes to the power of the perk. Others can't be cleanly "halved", due to the designs of the perk, like Self Care. Healing yourself at 30% speed would be so utterly useless that I would physically cringe when I see all the blendettes start running it, but if you made it just take away the improved efficiency it would barely change anything.

    Synergy is the main draw of this kind of system. Half We'll Make It + Half BT would be good, yes, but I don't think it's much more powerful than just one or the other. That would probably be a synergy where I would bring Full We'll Make It and Half BT since 6 seconds of endurance should be enough for the survivor to get to a pallet or something and the 100% speed boost is a LOT.

    Unbreakable + Soul Guard would also be good, but that relies on the killer having a hex perk. Plus, the endurance from soul guard is so tiny that the killer could easily wait it out in most situations. I don't think it's too powerful for 1 perk slot because of its inconsistency.

    For Sabotuer, the cooldown could definitely be the thing that's doubled if you see that would be more fitting. I was torn between the two when writing this so I just settled on that.

    Self Care is definitely a harder perk to balance as a half perk. I think it's fine for some perks to have near-useless halves if there's no clean way to cut them. Maybe Half SC could be 40%? That'd make you heal in 40 seconds instead of 32 seconds. Still bad, but not super awful.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130255#Comment_2130255

    I think killer perks should never buff survivors, what's the point of me bringing a perk and that giving 2 more chests to the survivor team?

    The 2 extra chests wouldn't be too bad if some chests were decoys or something! You open the chest and there's nothing in there, boooo

  • @danielmaster87 said:

    Camaraderie. Change the distance requirement to 32-40 meters. At 16, the teammate might as well hook bomb anyway.

    I'd just get rid of the distance requirement entirely. Just make you last longer on a hook

  • @Kirkylad said:

    I agree but I think unbreakable should lose its recovery speed after you've used it.

    Other than that though I just want them to go and hardcore buff 10 of the least used perks on both sides and actually make them worth running instead of just being something you buy on the bloodweb and never use. If they're overly buffed then nerf them after a PTB, but we need to try and shake up the same old meta perks on both sides.

    yeah you got some good ideas there. We could really use a mass perk buff patch

  • @MadLordJack said:

    Oh, please tell me that wasn't just a visual glitch and you truly only needed 2 seconds

    sadly I can't test it out myself since it's not my daily :( it's Morf_'s

    in ???uh Comment by Exerlin
  • @Phasmamain said:

    Aren’t they like really old challenges?

    I don't think so, I remember the old challenges being much bigger than the current ones

    in ???uh Comment by Exerlin
  • Hag should have no limit on teleport range. That limitation just chokes out a hag's play style and screws her over on big maps.

    PWYF + Nemesis is still as strong on Bubba as it was before his buff.

  • I do not like the Lucky Break change. I was hoping to see it become more like a simple, permanent to your character like Iron Will is. Or, at the very least, changed so that the perk refreshes whenever you're fully healed. 70 seconds of no scratch marks or blood trails is just too gimmicky and is easily countered by not tunneling down that one survivor.

  • Alright, I would have made a proper video but my old ass video editor crashed on me and just sucks in general so I'm just gonna give y'all the info:

    Useless perk at 0 tokens. Great skill checks do not benefit from this perk at 0 tokens.

    Adds extra 1% when having at least 1 token for both great skill checks and good skill checks that consume a token.


    So I guess that makes it an okayish perk? If you can keep at least 1 token and just hit greats back to back the perk's pretty good, but you'll have to be SUPER good and I am not at that level yet.

    @ImHexyAndINoed @dspaceman20 @brokedownpalace here ya go!

  • Oh I thought it was 50 kills per cosmetic

  • I'd love to! I really like to talk about dbd and try to brainstorm ideas and balance changes for the game, so an interview where I talk about those things would be super cool

  • @ImHexyAndINoed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079217#Comment_2079217

    Agreed, I'm gonna try and put Fast track in to my build instead. I get rewarded for my team suckling that way:D

    haha yeah AND you don't get screwed over by killers with small or no terror radius it's great

  • @ImHexyAndINoed said:

    Ran a secondary test because I haven't got friends and I'm 100% sure it dosent apply if YOU hit the great skill check, the difference was small but you're able too see it.

    Mission Accomplished Boys N Gals

    Wow that ######### sucks. What a garbage perk.

  • @ImHexyAndINoed said:

    I've been running the Perk alot recently i tend to gen jockey because if you don't do the gens in solo que, then chances are the gens WON'T get done. Stake out only seems to give you the bonus 1% when you hit a great skill check, however because it's only 1% it's hard to tell. I'll try and experiment this and see if the 1% still applies to great skill checks that don't consume a token. See ya soon!

    yo if you're down to test it right now, we can hop in a KYF, record either you or me repairing a gen, and see what we get when we test all 3 scenarios

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078107#Comment_2078107

    Well we've got two conflicting answers here lol. Please find the truth for us 🙏

    haha I will and i'll be sure to mention y'all when i do

  • @brokedownpalace said:

    I believe you only get the extra 1% when you use a token

    oh. That really sucks..

    I need to properly test this sometime.

  • His recoil is horrible. I hope they straight up remove it soon

  • haha this filter sucks

    It's like how in lost saga if you try to say one of the heroes' names "shadow assassin" it gives you "shadow ******in"

  • yeah, definitely. I think we may be getting it soon though. The devs likely thought the same, but wanted to be 100% sure that he needed it before adding it. I doubt they want an over-tuned killer sucking the fun out of the game, like early Legion

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