FFirebrandd
FFirebrandd
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2864253#Comment_2864253
Really? Where did they say that?
During the last live stream Q&A. They didn't directly say they were planning on making BT partially base kit... but things went roughly this way. Paraphrased because I can't be bothered to look it up:
Question: "Are there any plans to make DS and BT base kit?"
Lead Dev: "We have no plans to make Decisive Strike base kit."
Dev 2: "I notice you didn't say anything about BT. Do you want to comment on that?"
Lead Dev: "We have no plans to make Decisive Strike base kit."
Which many people (myself included) took to mean that they are definitely thinking about doing that or something like it but aren't ready to announce anything about it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2864147#Comment_2864147
It doesn't matter if they are decent in their own right. If they are not as good or better than the meta they will not be used.
Or maybe it means the meta is overtuned because they buffed the arguably best exhaustion perk in the game when they shouldn't have. Or maybe they should look into how to make the meta perks less necessary.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2863693#Comment_2863693
They buffed plague and trapper. They released the artist with pain resonance. They buffed dead man's switch to be meta.
Boon : Circle of Healing is pretty much the only good thing survivors have gotten in a long time. Dead Hard, DS, Unbreakable BT etc are all very old perks
That's not even true. The new survivors have had some good perks... they just don't quite match up to the core meta of DS, Unbreakable, Dead Hard, and Borrowed Time.
For example... Empathetic Connection is like reverse Empathy and mini Botany Knowledge in one perk, which is pretty good but can't replace any of the meta perks. Overcome is a good exhaustion perk but isn't as good as Dead Hard. Smash Hit is another good exhaustion perk about on the level of Lithe but again can't challenge Dead Hard. Parental Guidance with Smash Hit would probably be pretty fantastic if anyone ever ran it. Resurgence is definitely not a bad perk... but it's no DS. Flash Bang and Blast Mine are also pretty good, but which meta perk would you replace with them? Boon Exponential is very strong but not nearly as reliable as Unbreakable so most don't use it. The reworked Lucky Break with IW is very strong if it works and you could also now stack that with Overcome... but... at that point you'd be replacing 3/4 of the meta and it isn't worth it.
That's at least one perk for each of the last 6 Survivors that fall in the bucket of "Good... but not better than the meta." Just because a perk doesn't outpace the old perks that are ridiculously good doesn't mean Survivor hasn't been getting good perks.
Heck, the only Survivor perks that have broken into the meta have been absolutely busted. COH is broken beyond all reason. Boil Over was made highly abusable in certain contexts. I didn't experience it, but I've heard old MoM was beyond broken. That's... about it.
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It's fun if there aren't any boons in the game.
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oooh that'd be a neat perk. If Circle of Healing didn't exist or wasn't as nuts, I'd probably run that perk. I quite like running hit and run style builds.
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Well, to be honest there's pretty much 2 camps of killer players. The first camp are those that have fallen in love with a very small number of Killers and play them the most regardless of how good or strong they are but occasionally play games as others. Then there's the players who chase the flavor of the month "Strongest" killer in the game and pretty much won't play anyone else because they want to win.
While I don't think the Spirit nerfs were all that unfair to her, she used to have most if not all of that 2nd camp playing her. They've all moved to Blight now.
If you're curious, I definitely fit in the first camp. Spirit isn't really one of my mains but she did become one of my branch out Killers after her nerfs.
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Alright so even if we are willing to give them that removing perk tiers is not feasable. Ok... fine... what about just doubling all BP gains from everything? Or slashing the cost of everything in the bloodweb by half? Those should be easy. Hell, assuming things are structured even remotely sensibly... you could do that second thing with 1 SQL statement.
"UPDATE tBloodWebNodes SET Cost = Cost / 2;"
Hell, even just putting us in a Blood Hunt until they get a permanent solution in place could happen.
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This isn't unique to Onryo...? Like I can't say I like facing a killer with Devour Hope... I have issues with that perk's design, but there's several other killers who can also get themselves out of that 24m bubble instantly and a handful more that can do it incredibly quickly.
Freddy, Nurse with range add ons, Demo, and Mint Rag Hag can all teleport away. Blight, Billy, Wraith, and Spirit aren't instant but they'll 100% be able to get outside the 24m before an unhook happens.
I don't see the problem?
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So that 20 second cool down on moving or arming the traps after a disarm would actually make him a lot worse vs good Survivors.
What I'd much rather see is just making the base disarm time longer. Possibly even double it. Currently it actually takes Trapper longer to arm his trap than it takes a Survivor to disarm them. Let me say that again. It takes longer for a man who's obviously been working with bear traps and is very familiar with how they work longer to set them than any old random person who's never touched one in their life to disarm one. Makes no sense to me.
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Y'know... when I started reading this, I figured you were going to take it in the direction of "Incapacitated Survivors cannot activate Exhaustion perks." Which... honestly sounds pretty nifty. Maybe something to look into and would make Huntress's Incapacitated Add On better and make keeping Victor in chase a lot more problematic.
What I didn't think you'd go for is turn incapacitated into a death sentence and make Dead Hard inflict it.
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Yeah... at least with the Stay Injured, Do Gens meta, you could bring perks to deal with it and... heavily encourage people to heal anyway. Nobody wants to go down instantly vs a Legion or Deathslinger who's pretending to be Ghostface with perks that grant Undetectable.
Anti Healing perks are just not strong enough to deal with CoH and medkits. Sloppy is good when those aren't in play but with them in play it just gets overwhelmed. Coulrophobia does exist but only an idiot would keep trying to heal in the killer's Terror Radius once they see you have it. Forced Penance only comes into play if Survivors take protection hits. Deathbound doesn't do anything if the Survivors self heal. A Nurse's Calling is actually pretty good but a lot of killers can't use it effectively because their Terror Radius is larger than the perk's range.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2845871#Comment_2845871
Oh yeah thing is I don’t kill Kate’s that’s why I have her hatch lmao. That’s on me tho. And yeah this game I really couldn’t use the portals the other game I did and it worked out well check that one out. As for the moonwalks😬 that’s something I desperately need to learn
Ah. Yeah... I don't have any Survivors I refuse to kill.
Good luck with the moonwalks. Like I said in my post, when you're still learning it, you'll mess it up and make things worse so many times before you get the hang of it. But once you do get it it's really powerful.
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So, the first game honestly went pretty well. Your early game was a bit rough but you brought it back, so nicely done.
It bothers me a little bit that you never placed a portal. I can kinda get why. Early game you were lacking pressure, but there were a few times you maybe could have put one down. Especially right after you downed Tapp with Haunted Grounds. Just quick slap one down on the balcony before you drop down and that probably would have been helpful.
Another thing I noticed you never really did was go for moonwalks and mind games. When done right, those can shave off a ton of time from chases. If you haven't learned how to do that I would recommend attempting to teach yourself that. It will be worse before it is better, but once its better it is so much better.
From here below, most of this is more nit picky things.
At the beginning of the match, you had 2 survivors by a gen in the corner of the map who were closer to you and then 2 on a gen on a middle edge. You probably should have gone off after the 2 in the corner for two reasons. First, they were closer. You'd get there sooner and get into chase sooner. Second, there's a reasonable chance you could have herded the chase smack dab into the other group of Survivors which would have at least temporarily pushed 3 Survivors off gens.
At 0:30, if you had reversed direction without turning around, she probably would have vaulted right into your arms giving a free hit.
At 1:25, usually what I do when a Survivor blinds me while I'm stunned is just break the pallet while you're blind and look down afterwards.
At 3:55, there was probably closer hooks behind you. I mean a lot of this carry wasn't great just cause you got caught on stuff a lot, but you might have been able to hook her and gotten back to Tapp to hook him if you'd found a closer hook behind you.
At 5:37, Kate flat out fed you a free hit and you didn't take it. I do get that you were trying to get Tapp out of the game but you should usually just take those.
That's most of what I noticed. Take it for what you will.
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Yes they do.
The thing about boons is that there is next to no counterplay available to a Killer who hasn't invested in countering them. That means that one of two things will always happen with every single boon.
- They aren't powerful or useful enough to be used. Currently Shadow Step, Exponential, and probably the new Haste one are all in this state.
- They are powerful and useful enough to be used and then abruptly warp the entire game around themselves. Obviously Circle of Healing is in this state.
So, what needs to be done? Well, kicking boons needs to be buffed a lot. 60s cool down for sure. Maybe a haste buff post kick? Maybe make the boon holder scream?
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Honestly Hawkins was great and very unique. The fact that it didn't have most of the standard tiles and most of the pallets weren't very strong made playing there unlike anywhere else.
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Picture this. You play as Sadako. You equip Agitation, Pain Resonance, Floods of Rage, and Make Your Choice.
You get someone down, Agitation gets you to a scourge hook, Pain Resonance tells you where to teleport to harass someone. Somebody saves, now somebody is exposed and you don't want to commit to chases anyway... So... Now you see the exposed person for 7 seconds and can teleport to them. Down them. Repeat.
Sounds pretty good to me.
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The biggest issue right now is MMR. Second biggest issue is still Circle of Healing.
Funnily enough, both are causing the exact same issue. More and more killers either are or feel like they need to tunnel and camp every single game because kills are the only thing MMR cares about and Circle of Healing makes almost any sort of splitting of pressure not work ever. Either that or people are playing Plague... who is the least fun killer to play against in the entire game in my opinion. I realize that I've started playing her but I also hate camping, tunneling, and killers with insta downs... and Plague is basically the only killer who still functions without having to do any of that.
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2826371#Comment_2826371
I was more making light of when one should Dead Hard a Legion stab, but fair enough!
https://forum.deadbydaylight.com/en/discussion/comment/2826372#Comment_2826372
You can hit a survivor from a hill, but getting the timing down is atrocious.
Oh oops. I misunderstood you then. My mistake. Though I will say that if you're already injured with deep wound then there really isn't a point. Legion can already hear your friends and probably isn't going to swing at you again... and yes I have had Survivors use Dead Hard in that situation.
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2826356#Comment_2826356
Unless they're trying to knock you out of your power to keep you from finding one of their teammates, which is the only valid reason (that I know of).
Sure, and I've had some people who were the first in my frenzy chain pull that off. But if you aren't the first... I'm perfectly happy eating the pallet stun and chasing you. I've also had far more Survivors than I can count mess that up. Throw the pallet before I've hit them and before I've even activated Frenzy and then I just activate it, vault, and stab them.
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I can add a few Legion ones. Honestly if there's one killer where I've run into the most people who just don't get it, it's Legion.
Biggest one is that a pallet stun is actually much shorter than Frenzy's fatigue state and kicks Legion out of their power. So, if you stun a Legion in Frenzy who was planning on cancelling Frenzy on you, you're actually helping them.
Second biggest one is that while Frenzy is active, Legion holds their knife above their head in a reverse grip similar to Myers in tier 3 and their breathing also gets significantly louder and more ragged. If they're in this state... you do not need to use Dead Hard. Ever. You aren't going down.
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@NOEDENJOYER said:
https://forum.deadbydaylight.com/en/discussion/comment/2823997#Comment_2823997
This idea that COH would become balanced by merely having a disable function with the perk once snuffed out is an oversight. Snuffing out a boon which breaks the totem, or snuffing the boon which disables the perk for 1-2 minutes will do absolutely nothing.
The problem with Circle of Healing is not only the immense healing speeds it provides to destroy a killer's pressure, but also that it is the only boon in the game that incentives the survivors to place away from the killer's presence. If the survivors use the boon optimally and place COH in a dead zone, where the killer has no incentive to go into that area because there's nothing to protect or pressure, then the survivors put the killer into a lose-lose situation. If they go to snuff it out, they're walking out of the way of the other generators/survivors they should protect, giving up precious pressure they work hard to maintain. If they leave it up, the survivors have infinite med-kits to deny the killer any ability to snowball. And even if the killer breaks it, it can be replaced quite quickly.
Disabling the perk, even permanently once snuffed will do nothing, especially against SWF's where it's common to see 2-3 of the survivors running it. So, great, you just snuffed a boon and disabled the perk, but the second survivor comes along and places theres down. And if you're going into a dead zone to break COH more than once, you've already lost the game.
It is fundamentally flawed in how it works, every other boon needs to be near the killer to work and this provides an opportunity to snuff it out and not lose too much pressure. So a disable function would work with these boons, but not with COH.
It needs an entire rework or to be deleted, and neither will happen because the developers don't do anything remotely intelligent at balancing their game.
I believe you are incorrect. Outside of certain issues where Boons don't have any sort of Y value check... the further the boon is from where things are happening, the less efficient using it is. If Survivors have to travel 20 seconds to get in range of the boon... is it still worth it? I'm not sure it is. To double down on that we could also lower boon range somewhat in addition to the drawbacks for it getting snuffed.
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So, I don't think the effect of Circle of Healing is a bad one to exist. You can get similar effects with more flexibility with other healing perks. The problem with it is threefold.
- Circle of Healing gives the main effects of ~3.5 perks for 1 slot. Self Care and two and a half copies of Botany Knowledge. Getting that much out of one perk slot is a bit much.
- Circle of Healing gives those effects to any Survivor in the zone. That's kinda nutty.
- In spite of the above... the killer has nearly no viable counter play to the perk or any boon perk for that matter. Kicking a boon doesn't do enough. Sure it turns off the perk but a 14s bless later and its back.
I personally would buff kicking boons significantly. Boons pretty much all provide a very strong benefit, but not enough down sides for those incredibly strong effects. So... we need to add some of the below penalties for having your boon kicked.
- When your boon gets kicked, you cannot replace it for 30-60 seconds. This will let killers kick boons to get a much needed breather from them.
- For the duration of the above penalty, the Survivor gets an action speed debuff similar to Gift of Pain.
- The Survivor carrying the boon screams when it is kicked.
There are other options besides the above obviously, but right now kicking boons is 100% not strong enough and desperately needs to be buffed.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2822835#Comment_2822835
Yeah the only gripe i have with it is that in the later game you can't use more than one body equipment at a time unlike Factorio where you can use multiple modifications and stuff together.
You might not know what i am talking about now but will find it out later. 😉
Yeah... I'm just starting to make steel stuff. I think the only body equipment I have access to right now are parachutes.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2822693#Comment_2822693
Good choice with satisfactory. I still have to go back and play the new content front the last 2 big upfates but i am playing Dyson sphere program at the moment.
It's a great game. I don't think I'm very far into it yet, but I'm loving it so far.
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Because the factory must GROW.
More precisely, a lot of DBD's decisions recently have had me and my normal SWF group get... much less interested in playing Dead by Daylight. Mostly MMR and Circle of Healing resulting in running into a lot more tunnelers and campers and also feeling like I get very punished for not doing that as Killer.
So... we're playing other games. In a group we've been playing Sea of Thieves and its being quite nice. When I solo, I've been playing an early access game called Satisfactory.
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So... here's the thing. Unless the DbD Devs are very good, just hard nerfing the top meta perks doesn't accomplish anything. All it does is result in the next most powerful set of perks being meta. Then if the meta gets nerfed again, a different set will cycle in... and you just end up with this revolving carousel of suck where you don't want your favorite thing be meta because it's gonna get nerfed and made useless and eventually nothing is fun anymore.
You say that nerfing the meta will result in the issues with the base game being made clear to the devs... but I legitimately don't think that will happen. The issues with the game should be obvious just from the massive pick rates of anti tunnel and anti camping perks. More likely is the situation I've outlined above. Believe me when I say that we do not want the DbD devs starting down that path. Nothing good lies down that road.
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Boons need counters in the base mechanics. Anti boon perks aren't enough especially if they're like Thrill of the Hunt and don't do much if there are no boons in play.
At the moment, the best anti boon perk is Hex Plaything... Which belongs to a licensed killer. That means there's no way to get the best boon counter reliably without throwing money at the game. That's not ok.
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Ok... so in theory I agree with you. Dead by daylight is a very snowbally game and it would be better if it wasn't.
In practice there's some problems.
- Player choice is important. Some people very much enjoy that high risk high reward gameplay that several killer perks encourage. Making that sort of build/playstyle not possible wouldn't be a good thing. What the Devs do need to do is do better at enabling builds that do start kicking in once the Killer is on the back foot.
- Loss aversion is a thing. We can't just go around reworking a bunch of perks that already exist just because they snowball. That's a very good way to royally piss off your players that liked those perks for what they were.
- Survivors arguably hate perks that activate when the killer is losing the most. By far the best killer perk like that in the game bar none is NOED. Killer in a bad spot because all gens are done; here's a massive power boost. I don't think I need to explain that NOED is probably the most debated perk on this forum. I constantly see people wanting to "fix" it by making it so it gives you X insta downs equal to the number of hooks you got during the trial, which completely circumvents the whole purpose of the perk as it is.
- Most perks that activate when the Killer is losing are bad. Bitter Murmur isn't terrible but there's a lot of better info perks. Coup De Grace is incredibly niche and only works on a handful of killers. Same with Play With Your Food. Fire Up is just pathetic. Same with Claustrophobia. Beast of Prey is in the running for worst killer perk in the game. Rancor is just kinda meh.
- Also... Make Your Choice is 100% a snowballing perk. Just wanna throw that out there.
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I honestly don't know.
On the one hand: her power looks fun to use and I'm interested in her perks.
On the other hand: DbD is currently in a state with "SB" MMR, Boons, and Deathslinger getting butchered for no reason that I really don't want to financially support them.
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Ok so some of this is different people want different things out of their killers. I would suspect that the people complaining about Artist aren't the same people complaining about Ring Girl.
Beyond that, I suspect that people want a killer who has at least a little more than base of all 3 "main" aspects of a killer. Map/Game Control, Anti Loop, and Lethality.
Let's take a peek at the killers that people usually are very happy with... outside of some busted add ons.
- Huntress. She's got cross map hits for map control. Hatchets heavily punish Survivors who animation lock themselves at the wrong time and make some short loops very dangerous for Anti Loop. For Lethality, if you don't path well against a Huntress after your first hit, her range could result in you getting double tapped by hatchets and double that if she's running a haft add on for lethality.
- Hillbilly. A bit less now than before... but prior to his rework/nerf... people always said Billy was a very well designed killer. Chainsaw Sprint gives him all the mobility he needs to have good map pressure. Chainsaw can also force Survivors to throw pallets sooner than normal and break them quickly for anti loop. Chainsaw is an insta down so he's got the lethality too.
- Demogorgon also is considered a well designed character. Portals give him quite good map control. Shred is a pretty good anti loop power with the increased lunge and pallet breaking. For lethality, you do need to either run STBFL or Black Heart, but he's hands down the best user of STBFL in the game and Black Heart is a brown add on so you should be able to run it every game.
- Blight is another if you ignore some of his add ons. Obviously he's got bonkers mobility and map control. Lethal Rush can break pallets and creative bouncing can get hits at loops for anti loop. Blight also has above average lethality despite no base insta down or lower hit cool down simply because he can rush after the Survivor and make the post hit speed boost they get a lot less of a problem.
Now... how does our newest killer fare in those 3 areas? Her control honestly looks like it might be the best in the game bar none. Her mobility with the TVs looks completely nuts and Condemned can make Survivors waste time to clear it. She's not really got any anti loop at all outside of being really short and a bit of phasing weirdness. For Lethality, unless you manage to down somebody with full Condemned you have none.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2812389#Comment_2812389
Corrupt is lowkey one of the best slowdown perks in the game, though.
Fair point. I guess that shows that I'm pretty much always running regression perks. Sometimes several. What can I say... I prefer longer trials.
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Here's the thing. It can work. I've seen enough streamers do it to know that it can in fact be done.
However... no slowdown means 2 things. First, you're probably going to need to do a lot of slugging to make it work. Second, you'll almost always either win big or lose big because you haven't got any sort of safety net. Either you get downs fast enough to slow the Survivor's progress to a crawl and win or you don't and lose terribly with no middle ground.
So... for me personally... I'm gonna... not do that... usually. The closest I've ever gotten to that is running Plague with Corrupt, Infectious, Tinkerer, and Fire Up because the Bloodweb was incredibly unkind to me. Killer is stressful enough as it is... I don't need to bring a build that makes it worse.
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Generally speaking, there's 3 ways to deal with Fast Healing.
- Play a killer with an easily accessible insta down like Bubba or Billy.
- Play a killer so good at chase that them being healed barely matters. Blight, Nurse, Spirit.
- Play Plague. Can't heal if you are broken.
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@NeverGone said:
https://forum.deadbydaylight.com/en/discussion/comment/2811650#Comment_2811650
for some reason i`m starting to like rpd :D (on both sides)
... how? It is way too dark, way too cramped and claustrophobic, has a layout that is incredibly difficult to learn unless you've played the game it's from, makes certain killer powers incredibly difficult to use, and it is super long so attempting to defend more than half the map is basically impossible.
Like... legitimately I see no redeeming qualities in RPD.
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To be fair, most of the licensed maps are not good. I'd rather not get a map than get another RPD.
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Monstrous Shrine rework: When a Survivor is hanging in the basement, the entity blesses the Killer with a 20/25/30% speed bonus to pick up, drop, Pallet break, Generator damage and vaults. Essentially the perk turns the killer into a real powerhouse... but none of those buffs are useful if you don't get out there and chase people so yeah. Go get em!
Territorial Imperative: Keep the range. However, aura reading is constant like Blood Warden is and not just 3 seconds long. In addition, the first time a Survivor enters the basement you get a unique loud noise notification(20s CD). Lastly, I do think that Territorial Imperative would be better if it also kept Survivors in the basement a bit longer when they do go down there to give you more time to act on that info. To that end, any Survivor action taken in the basement takes 10/15/20% longer.
Also... with these buffs and reworks, these two perks will work together quite nicely. Monstrous Shrine makes you quite scary, and Territorial Imperative makes it easier to defend your buff.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2808997#Comment_2808997
Maybe they could make the Scratch Marks "move" towards the direction of the Survivor, just a little animation that would slowly move in the direction the Survivor ran in.
Honestly that'd be nifty. It doesn't happen super often that I run into the middle of a line of scratch marks and have to guess which way they were going but it is annoying when it does.
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To be honest... they could make Predator do that, and spawn both the Predator scratches and the normal ones at the same time and I'm still not sure people would use it. Does definitely need a buff though but might need even more.
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Honestly it is debatable whether it was buffed or not. Sure the corners are stronger now, but those jungle gyms used to spawn next to the main building so you could easily combo the main building's very strong side windows with them. I personally think that that change was a slight nerf.
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Neither.
The biggest problem with it is that Circle of Healing can easily end up in a position where you as the Killer cannot reasonably do anything about it. It's across the map by gens that are done, or it is up or down some stairs inside a building and going and snuff it will take 10 seconds you can't spare. Even if you do decide that snuffing it is worth it... it can just get replaced 14 seconds later so what was even the point? Snuffing it gave you basically zero breathing room.
Snuffing a boon needs to make it impossible to relight for 30 to 60 seconds. Maybe it should make the owner of the boon scream too.
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No.
Here's the deal. Perks like NOED, Fire Up, Coup De Grace, and Spirit Fury that turn on when you're struggling are NOT a bad thing. If one prefers trials that are longer, less snowbally, and more of a back and forth... perks that help slow down or stop a snowball is exactly what you want.
Does anybody like one sided stomps anyway? I know I don't. I am GLAD that perks like those exist... even if NOED can be annoying with the way it comes out of nowhere and can wreck you.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2803827#Comment_2803827
I don't know how strong/ weak Legion is since i don't play him. Apparently, with Wraith, i hear that he's the one that suffers the most from the Circle of Healing.
Yeah... honestly Wraith is in the running as well. He's got some insanely good add ons though... but if you aren't running those he's pretty lackluster. He was a lot better before CoH. Basically, all Stealth killers were.
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I would probably say Pig... unless you run the iri that starts everyone with traps.
Pig's trap slowdown is very strong, BUT outside of that iri addon, you have to get a down with a combo of M1 gameplay, the worst stealth in the game that basically requires perk slots dedicated to it to be useful, and Ambush which is just about the least powerful anti loop in the game. In particularly rough games (which aren't hard to have as Pig) you can end up with still having 1-2 of your hats on your hand when the last gen gets done... and then 25% or 50% of your slowdown is useless.
Freddy is a pretty good contender too.
I really don't agree with everyone saying Legion is the weakest. I'm not going to call them strong by any stretch of the imagination... but here's the deal... Legion is basically going to get value and slowdown out of their power every single game. Does it help put people on the floor? Not directly. However, it can and will make it so they only need to win 1 M1 chase and give them more time to get that M1.
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I agree with pretty much everybody above. Just leave and hope your buddy can get hatch. Maybe be bodyguard if they're on their last box and you know that somehow. Otherwise? Just abandon ship.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2803519#Comment_2803519
I agree.
I would rather see the skill checks be given to you by default while running away and have Overcharge remove that ability.
That makes more sense.
I mean... just from a flavor perspective I still think it's weird that Survivors can do skill checks when they aren't on the gen anymore.
I would prefer it being flip flopped to how it is now though. So Overcharge checks blow up if let go but standard ones follow you.
Side note, what would you think of making it so any in progress skill checks just disappear when a Survivor lets go, but if a Survivor lets go of a gen in a situation that would start a chase (minus the survivor running), then the gen explodes? Though... that might be too strong for a baseline mechanic... it'd be a neat perk though.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2803506#Comment_2803506
So you enjoy RNG deciding whether or not you lose games?
Either make it a feature or fix it.
I mean... seeing as DbD is not a competitive game by any stretch of the imagination and RNG already does that in the form of tile generation... I really don't have that much of a problem with it. Making it a feature might be cool though.
Overcharge skillchecks should auto explode if the Survivor leaves though. I feel very strongly about that.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2803249#Comment_2803249
There's not any risk anyways. That's an issue with game design.
Skill checks auto-failing because the Survivor made an objectively smart play is bad. It's totally random and cannot be relied upon nor predicted.
What's so wrong about Killers occasionally getting rewarded for doing something that makes a Survivor leave a gen exactly?
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Yep. 100% this. It's really annoying when you try to shred a pallet and slap it instead.
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No.
Survivors do not and should not have telekinesis.
Think about what exactly a skill check while repairing a gen is. Something's gone wrong and you need to fix it right now or it'll cause a lot more problems very quickly. If something goes wrong and then you take your hands off the gen... obviously you can't fix it anymore, so the more problems happen. This makes complete and total logical sense.
Now, can this feature be annoying? Sure, but let's restructure this a bit. Something made you let go of the gen and that something is probably something the killer did. Don't think of it as a punishment for getting off a gen, think of it as a reward for the Killer for putting pressure on you.
In fact, Survivors should 100% lose their telekinesis when dealing with Overcharge skill checks. Logically speaking, Overcharge should be the perk you turn to if you're sick and tired of Survivors being able to tap gens to instantly stop regression. Besides that, that perk needs a buff anyway... and that'd be a good one for it to get since it makes no logical sense that Survivors can take the skill check with them.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2801858#Comment_2801858
Sorry if I’m confused, but Legion’s Feral Frenzy attacks use the tokens up and don’t get downs, so how are you building them up using that ability unless you’re just using it and not swinging?
A then B.
First you frenzy your way through everybody. Leave them mending and injured. THEN find the obsession, stack PWYF, and punish the Survivors for not healing with your stacks.