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Firellius

Firellius

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Firellius
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  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636687#Comment_2636687

    No absolutely not. Play killer then come back to me and tell me its fine

    Who said anything was fine?

    Re-read my comment. You evidently misunderstood.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636671#Comment_2636671

    If the pallet loops and gen speeds weren't like they are currently then so many kiollers wouldn't need to camp. They would be able to chase a survivor and down them in reasonable amount of time. Then hook them and go seek for the next survivor and then down and hook them fairly quick. You know reducing the loops would make it more balanced. Play killer for about a week straight and go against high grade survivors and swfs etc then. Tell me what's going on

    Yeah...

    The problem here is 'wouldn't -need- to camp'. Not 'wouldn't be able to camp'.

    Because I'm not keen on relying on the goodwill of killer players. I've been around these forums long enough.

    Any slowdown made to the survivors' objective is inherently a buff to camping as a playstyle, encouraging killers to camp more. THAT is the underlying problem. Can't nerf survivors without buffing camping. Fix camping, and you free up space to nerf survivors.

  • @JohnWeak said:

    Saturday 30th Oct = 80k

    Saturday 6th Nov peak = 70k

    Saturday 13th Nov peak players = 60k

    It means a lot... And i guess 70% are killer players leaving.

    Or they might have gotten killed in a swatting incident, considering the huge security violations happening at the moment.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636665#Comment_2636665

    Your comment didn't make sense. I sent my head for a spin

    I can't really explain it further than to repeat how camping works.

  • I don't know what part needs to be explained further.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636595#Comment_2636595

    Because right now u can't catch a single survivor even the lower level and less experienced survivors without at least 2 gens popping. The pallets are unreal. After you hook that one survivor you go to find someone else by time you find and catch someone else what do you know another 2 gens and that's only if you don't get pallet saved and/or flashlight saved cos if that happens it starts again. And by that time the last gen is fine the gates aree open and you have one hook. You need to rely on really really thick survivors to actually get at least one kill. It shouldn't be like this.

    But conversely, if someone camps the first person they put on the hook, survivors are on a strict time limit to clear all remaining gens and open the gate. If that first down is made much quicker and gens are made slower, then that time limit is going to be insufficient to clear the remaining gens. With sufficient bad luck, it already is.

    So if it's easier to get first hook, and harder to clear out all the gens, what's to stop killers from getting an uncounterable win by simply hooking someone and sitting on that hook until they're dead, before collecting the next hook and camping that to death as well?

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636553#Comment_2636553

    Fix gens and pallet loops. Nerf the pallet amounts. Nerf the TL walls and Z walls.

    So you want to make survivors easier to catch and make it take longer to clear a gen, and this is going to stop the game from turning into a total campfest... How, exactly?

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636341#Comment_2636341

    I do apologise that you want guaranteed escape every match.

    All right, let me ask you...

    How do you intend to slow survivors down without making it so that camping ASAP doesn't result in 2K+?

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636320#Comment_2636320

    I have zero doubt in my mind if this change was made we'd have Youtube videos out within a week montaging Killers getting carpet bombed like a Vietnam War movie.

    I'd be very surprised if we don't have that already. Bully squads are nothing new.

  • I teamed up with another forumgoer after the NFT debacle, but not in DbD.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634921#Comment_2634921

    Sorry before they think of that crap they need fix gens. Or I reckon they will lose most killer players

    They can't. Your precious camping strategy has to be the first to die, otherwise camping shifts up to guaranteed 2K or higher, without counterplay.

    Camping is the lynchpin of DbD's balancing issues.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636317#Comment_2636317

    Yes, it is. You should not be able to double stock-pile a stunnable item.

    But it's also one of the hardest perks to use, with the easiest counterplay, and pretty low output, while uniquely claiming both a perk slot -and- an inventory slot.

    Being able to toss two flashbangs in a row is probably a pretty insignificant change overall.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636291#Comment_2636291

    Flashbang 100% needs the locker requirement because otherwise you could drop two in rapid succession by throwing it down, pressing E, and then dropping a second one since it is instant and has no animation or progress bar.

    Is that a big deal, though? It's not a good perk, by a country mile.

  • Any kind of gen slowdown is hindered by the fact that camping exists. Camping mandates genrushing, so genrushing can't be fixed until camping is addressed, otherwise camping becomes both the least fun and the most effective strategy.

    That said, one way gen speeds could be addressed is via the co-op repair speed. Currently, for every additional survivor on the same gen, all survivors suffer a 15% repair speed penalty. If there's four survivors on one gen, they all repair at only 60% of the normal speed, totaling 240% repair speed. Which means one of the four survivors' contribution is trashed.

    The issue with this is that now, the fastest way to do gens is also the safest: spread out, one survivor on every gen. This is fastest because all survivors operate at 100% speed, and this is safest because the killer can't pressure four gens at the same time.

    I think the game can gain a lot of ground here.

    My suggestion is to increase base gen time from 80 seconds to 110, but to offset that by changing co-op repair speed from -15/-30/-45% to +15/+15/+15%. This comes down to a change in gen time of less than a second if two survivors are on the same gen.

    That way, while survivors will still be able to clear gens quickly, it's no longer the safest option. The killer's pressure is more valuable, and if he hooks a survivor, he's not just taking their repair effort out, but also the speed boost they can confer on others.

    Overall, I think this would increase gen times a little bit and empower the killer without extending gen times into a dull M1 simulator.

  • Most recently, there was a security flaw discovered that allowed people to grab IP's, doxx, DDoS and swat people. This is dangerous and can affect people IRL, possibly even getting them killed over a video game. Hackers are able to access private and sensitive information because of a security flaw. It was only a matter of time, we saw posts like this back in July, where hackers could access client-side information

    It feels like this might be flirting with the limits of legality. As in, BHVR could be legally at fault here.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633099#Comment_2633099

    that's true, but that can be avoided by having the rescuer crouch. I mean the "up in your face hitting you on hook" camping.

    Yeah, but you have to crouch to the hook and then away from the hook, which makes a rescue take an age and a half extra, and even then it can sometimes freak out and trigger the trap anyway, and the killer get a ton of extra time to catch the unhooked.

  • Hag. But that's just down to her power being insanely good at it. She can wander off from the hook and still be camping it. Weird that PH isn't allowed to leave his trail near a hook, but Hag can lay a trap directly under it.

  • I wouldn't like that...

    But a perk that boosts gen repair speed while you get facecamped...

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629219#Comment_2629219

    Another person that fails to understand the intent behind the post; It is not about the outcome of the game, it is about the behavior of the people you face and the entitlement of those that believe that demand their opponents play a specific way. If you win good, if you lose also fine as you cannot win them all.

    How do the survivor's act towards you, do they relieve the gen pressure when you are having a rough time, do they not tea-bag you or click away with flashlights trying to poke you for a negative reaction?

    Last time someone acted douchey to me (And I always play clean), one of his survivor teammates called him out on it. It's not all bad.

    Sure, it's not all good either, but that goes for killers too. I've had some douchebag killers as well. But this thread making some weird connection between tunnelling/camping and toxicity is just... I'm not sure what the goal of this topic is.

  • @TWiXT said:

    Hunger of the Entity:

    The Entity must be appeased! Survivors attempting to rescue a hooked survivor in the struggle phase have a 50/75/100% chance to be attacked by the Entity, interrupting their rescue progress and inflicting the Deep Wound Status. Attacked Survivors are immune from being attacked again by The Entity for the next 10 seconds.

    Chilling Presence:

    Your victims cold sweat just got colder. Survivors within your Terror Radius emit visible white tufts of breath, and make a chilled "chattering teeth" sound when breathing that can be heard within 8/12/16 meters.

    Friendly Fire:

    The unnatural darkness of The Entities realm has made survivors more sensitive to light. Survivors are able to blind each other with flashlights, fireworks and flashbangs at 100/150/200% of the speed and range that they are able to blind you.

    Blinded Survivors also remain blinded for 100/150/200% the amount of time.

    Hex: Torment:

    A Hex rooted in the power of confusing your victims. The Hex: Torment totem is granted your Terror Radius and you are granted the Undetectable Status effect. As long as Hex: Torment remains active, it cycles to another random dull totem in the trial grounds (if any are available) Every 80/60/40 Seconds.

    Hex: Griefs Due:

    A Hex Rooting its power in your desire to to taste survivors Tears as you break their spirits. Every time a survivor is hooked, one of their perks is randomly deactivated, and Hex: Griefs Due gains a Token. For every 4/3/2 Tokens Hex: Griefs Due gains, a Dull Totem Lights up and becomes another Hex: Griefs Due. Survivors must cleanse and/or bless All Hex: Griefs Due totems to remove its effect on them.

    Used and Abused:

    The trial grounds chests now stock previously owned and discarded Items. Items retrieved from chests by survivors have 25/35/45% less stored charges and have a 75% lower chance of being Rare or higher quality.

    Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters of a blood spot). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial, and their auras are visible to you. Any time a survivor interacts with these pallets, they will immediately break.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession becomes afflicted with 1 negative status effect, picked at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state.

    Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 negative status effects picked at random.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.

    Draining Touch:

    Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status's for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, your Missed and Successful Basic attack cooldown is reduced by 4%.

    Hex: Domination

    A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.

    Camp Light:

    Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 4/3/2 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via Killer Instinct.

    Only 1 Camp Light beacon may be active at a time.

    Tunnel Network: 

    The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, performing a Basic Attack on another non-basement hook in the trial grounds will activate Tunnel Network and instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.

    Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 100/80/60 seconds.

    Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.

    Painful Neglect: 

    Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 20 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek:

    Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist:

    Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying State, Hooked and Exhaustion notifications are exempt from this effect.

    Intimidating Presence: 

    Intimidation is the best asset to cause chaos in the minds of your victims. Survivors within your Terror Radius are unable to initiate actions to heal, or open gates. Any survivor currently doing so when entering your Terror Radius trigger a difficult skill-check every 3/2/1 seconds they remain performing these actions within your Terror Radius. Great Skill-check Success Zones are Removed for survivors under the Effect of Intimidating Presence.

    Painful Presence: 

    Your presence induces panic in the injured causing them to make more costly mistakes. Any Injured survivors within your Terror Radius Have a 50/75/100% higher chance at triggering difficult skill checks per second while performing healing actions. Injured survivors failing any healing skill checks while in your Terror Radius suffer an additional 15/40/65% loss to healing progress.

    Sadistic Rush: 

    The thought of completing a kill fills you with intense vigor. After putting a survivor into the dying state Sadistic Rush grants you a 10/15/20% speed boost in pickup, drop, hooking and attack recovery speeds for 6/8/10 seconds.

    Hex: Sheep's Clothing

    A Hex Rooting its power in deceiving your victims. All Hex Totems appear as Dull, and all Dull Totems appear as Hexed. Any survivor who cleanses or Blesses a Hex Totem Screams and reveals their location for 3 seconds, and becomes exposed for 20/40/60 seconds.

    Anything effects that changes Dull or Hex totem cleansing or blessing speeds is reversed by Hex: Sheep's clothing. (aka Hex totems that appear dull take as long to break or bless as a hex totem, and vice versa).

    The effects of Hex: Sheep's Clothing are removed if it's cleansed or blessed.

    Tragic Loss:

    Your triumph over your Obsession has both mental and physical repercussions over the rest of your victims. You become obsessed with a survivor. If you Sacrifice or Kill your obsession, 1/2/3 survivors become Broken for the remainder of the trial. Any Broken survivor Rescued from the hook loses the Broken Status, but gains the Hindered and Blindness status's for the remainder of the trial.

    Survivors always see the Obsessions aura unless blocked by the Effects of other perks.

    If a survivor becomes your new obsession, the effects of tragic loss are removed until that obsession is sacrificed or killed.

    Malicious Invigoration:

    Your relentless pursuit of your prey gains you an edge against those who meet the challenge. Whenever a survivor you're chasing activates a perk that increases their movement speed, you gain an equal amount of movement speed for the same duration. Malicious invigoration has a 120/10/80 second cooldown.

    ... ok, so, more than a "few" 😋

    Hunger of the Entity: This would be a nasty perk by itself, but as I understand from one of your later replies, this is intended to also injure healthy survivors, at which point the perk is downright bull. This is the facecamper's wet dream, since it makes it impossible to get an unhook under a killer's nose, while outside of that, it still punishes unhooking people. Aside from the fact that this just plays into the absolute worst the game has to offer, what is your idea behind this perk, exactly? Why punish altruism that way?

    And in the context of the threat title: Unhooking an ally isn't 'meta', it's baseline game functionality.

    Chilling Presence: The puff of breath is a nice idea, but the chattering teeth suggestion is just because of the change to Stridor, isn't it? The thing to note about the Stridor change is that it is actually pretty logical and fair. It's not fun when a perk completely invalidates another, and before you say 'Iron Will invalidates Stridor!', remember that there's three other survivors still affected by Stridor.

    Friendly Fire: Troll central. It's also a categorically bad idea to just turn survivor's tools into killer's tools. They're -supposed- to benefit the survivors, and having a chance to just completely invert that is an awful and rather unfair idea. Flashlights are bad enough as it is.

    Hex: Torment: This seems like a fun hex.

    Hex: Griefs Due: Imagine this thing godspawning, and your perks just get randomly disabled all the time. It's also just not an interesting interaction, or fun for either side.

    Used and Abused: The idea's fine, but this is going to be completely useless. As someone who occasionally picks up a treasure hunting build, whatever is in the chest is hardly ever worth the time it takes to open them.

    Blood Rush: This is just bloodlust, but slower, weaker and more conditional. I also don't see a way you can improve on this without making it a better Bloodlust, at which point it would be kinda broken.

    Head of the House: Nope. Just randomly cutting into the pallet budget by turning pallets into 'kill survivor' tools isn't good, especially without any counterplay. Yes, there's illusory pallets, but Freddy's dreampallets can be identified if a survivor catches him placing them, and even then, they're part of his very power and balanced accordingly, AND they don't take away from existing pallets. -At random-.

    Special Treatment: Again, RANDOM, permanent disadvantages for simply hitting a survivor would be godawful to play against and probably quite broken for that one survivor. The randomness would also utterly destroy this, as there's some status effects that are rather mild (Haemorrhage, Blindness) and some that would utterly demolish the game. Imagine slapping your obsession and they become PERMANENTLY hindered or incapacitated. Game would be over immediately.

    Draining Touch: Hindered by how much? 15 seconds is an awful long time to be hindered, and since it would immediately cut into the injury rush, this'd probably make it way too easy to get downs for characters that don't have any trouble getting their first hit in, like stealth killers.

    Bloodbath: Seems fine.

    Hex: Domination: Nope, palletbuster extraordinaire means that you're creating dead zones left, right and center. Survivors have to just hope that map generation spawns a ton of LT walls, or else they're just screwed.

    Pulsating Fear: Again, seems motivated by the Stridor change, considering this is the exact same thing but worded in a way to try and get it to circumvent Iron Will.

    Camp Light: Too much intel for a single perk, for no effort, with no counterplay. Also, camper's and tunneller's delight, since if you drop the camp light on the hook, you get a heads-up warning whenever anyone tries to go for an unhook, allowing you to just disallow rescues.

    Tunnel Network: What is your hatred for people getting unhooks? This is another tool for campers and not much else. Pair this with Camp Light, you'll be wasting fucktons of time for survivors that just want to get their friend some playtime.

    Hard Slugger: No. After beefing up camping and tunnelling, now you turn your attention to slugging. Completely disabling a survivor for 30 seconds is just a bad idea. The shove thing is a fair idea in and of itself, but a bad idea code-wise, because that is going to cause SO many glitches.

    Painful Neglect: This is the first one that actually tries to tackle how fast gens get done and it still misses the mark somewhat. Painful Neglect means survivors can't keep an eye on their surroundings (Part of the gameplay while holding M1, so thanks for that) in an effort to make them more vulnerable. Problem is that this perk will work on solos but not swiffers (Since swiffers are likely up-to-date on the killer's whereabouts), widening that gap again.

    Hide'n'Seek: This is either completely irrelevant or completely busted, with little room inbetween.

    Mind Numbing Mist: What exactly would this affect?

    Intimidating Presence: Interrupting heals is already a solid 'maybe', but interrupting the gate is a hard no. Bad map-spawn RNG, Distressing, plus this would make it physically impossible to actually exit. Also, Coulrophobia is a thing, which steps on the whole 'interrupting healing' thing.

    Painful Presence: A 100% higher chance from what? The base chance for a 'difficult' skill check is 0. If you mean to say that it goes up by 100% of the original value, then it's still zero. If you mean it gets set to 100%, then healing just becomes flat impossible. This one would completely invalidate Coulrophobia.

    Sadistic Rush: This perk I actually really like, this is a good one! Could use a slight increase to base duration at lower perk levels, since you'd still be in the attack wind-down animation for part of it.

    Hex: Sheep's Clothing: Why does this get Haunted Grounds added on top of what it does? On steroids, to boot. Also, would that trigger off of cleansing an ACTUAL Hex totem (IE: Appears as dull to survivor) or a FAKE hex totem?

    Tragic Loss: Tunnel the obsession really, really hard to make everyone permanently broken. This is busted as all hell.

    Malicious Invigoration: Completely nullifies Lithe, Adrenaline, Sprint Burst and Balanced Landing, so that gets a no from me, lads.


    ---

    Part of the issue with this massive list of perks is that you've only considered the killer's perspective, another part is that you've grotesquely misidentified the meta. Survivors getting unhooked isn't the 'meta', it's the game's baseline design. The actual meta is doing the primary objective as fast as possible, and there's been, what, one or two perks in there that do that? You've also put forth an anti-exhaustion-perk one all the way at the end in Malicious Invigoration, which blocks four perks, when the real meta exhaustion perk is exempt.

    A LOT of this is just hardline boosting camping and tunnelling as strategies, and that's the opposite of what this game needs. I'm sorry, but this list is pretty awful, in my opinion.

  • @PanicSquid said:

    Why do pallets stun killers? Why does the entity know what pallets are? Did the entity work in a warehouse or something? Why are there pallets in a cornfield? Or at a Wreckers yard? Or a Mining facility or Hospital?

    Maybe the entity DID work in a warehouse.

    WAIT

    It all makes sense now! The entity is a being entirely driven by malicious intent, who derives pleasure from misery and corruption...

    And it has a deep connection with warehouses...


    Entity is Jeff Bezos?

  • @ThiccBudhha said:

    It is day 1... On the PTB, ain't nobody know what the hell they are talking about, homie.

    That's not very DBD forum of you!

    Where's the drama? Where's the knee-jerk? Where's the doomposting?

  • @luv2splge1488 said:

    Grim Embrace WILL be nerfed.

    Hex: Pentimento WILL be nerfed.

    Birds of Prey WILL be nerfed.

    Boon: Exponential wont be touched.

    You heard it here first. I am calling it right now. Come back to this thread when it happens.

    Hot take: I don't think any of the new killer perks will get a nerf, and I don't think Exponential is going to be used past day 2 of release.

  • I had that with Trickster and Lery's, before he got any of his buffs.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624795#Comment_2624795

    That'll have to come from Boss Protocol, since they're the ones behind them, not BHVR. And you're really not gonna get it from them either.

    I'm not supporting Boss Protocol, but BHVR did support them. They actively cooperated in producing these NFTs and endorsed BP, that's what they need to apologise for.

  • In the wake of the 'Bubba does blackface' idiocy, let's maybe give it a bit of a rest for now.

  • It takes one thing to make me want to get this chapter.



    An apology for the NFT debacle.

  • @GoodBoyKaru said:

    There's only really 2 things to do in dbd. Gens and chases. If you don't wanna do either what's the point lol?

    Like I love being chased by most killers (with some obvious exceptions I've been vocal about), my bf loves doing gens, so naturally when we played together I'd do all 5 gens and he'd be tunneled all game lmao

    I'd say survivors can also stealth past a killer to go for a safe unhook, which is one of my faves.

  • @[Deleted User] said:

    I don't think there is a hex totem with this perk.

    I checked it, and all the other Hex perks state 'this effect persists as long as the associated Hex totem remains standing' or something to that effect. Since that line is missing from this perk, I think it's safe to say that you are correct.

  • You are a champion! Actual information!

    EDIT: Also makes the earlier 'Survivors got everything and killers got nothing!' comment look so much worse. Survivors get an exhaustion perk that doesn't compare to what's already there, a more conditional UB, and a worse version of Technician, while killers get a new gen regression perk that can strip 15% off the most progressed gen when hooking on a Scourge hook, and a 30% repair speed slowdown from broken totems, and a 30 second gen repair block after hooking all survivors once.

    I think Killers got the considerably better end of the deal in these perks.

  • @Kurri said:

    They make Survivors even stronger, while Killers got nothing significant. Actually they released a killer perk that relies on survivors cleansing totems - which cleansing totems is even more pointless with boon totems.

    Oh ya they also made unbreakable infinite, and an aoe as a boon perk.

    Okay, but now give the actual perk effects instead of the knee-jerk 'RIP killers' panic that's default for literally -every- patch.

  • @adam1233467 said:

    Maybe the perk enter in an coldown when the killer kicks the totem? Would be a nerf but still good to use? Like 60 seconds of coldown or more.

    This'd get my vote. If the killer snuffs your totem, you can't bless again for 150/120/90 seconds.

  • @Cancan71 said:

    I can't wait to see what they will name the Scourge Hook perks in the future!

    My prediction are:

    Present of Pain

    Application of Pain

    Bringer of Pain

    Instrument of Pain

    Painful

    Oh God the Pain

    And finally,

    Ow, This Hook is Causing me Pain

    Can't wait for OTHISCMP to get buffed to meta status!

  • @[Deleted User] said:

    https://www.youtube.com/watch?v=9hsxywyZXtk

    Announcement trailer

    C. Mora is Carmina Mora

    New realm is forsaken boneyard

    New survivor is a codebreaker

    Inb4 said 'codebreaker' is a crypto-bro and gets released with NFTs.

  • Maybe not so much balance that I set my sights on as much as a lowering of pressure.

    Baked in anti-tunnelling and anti-camping paired with changes to make pressuring gens easier and make gens be a bit slower. Though at this point, I think the game's main concern should be anti-cheat.

  • Trickster was an absolute nightmare to play when he came out due to how weak his power was, and how much his overall design suffered as a result.

    Pinhead is actually pretty fun to play, even if his active power is janky and underperforming at times, BUT...

    He's tied into the NFT debacle, which made me quit the game altogether. So that's at least one Pinhead main down.

  • Did I miss an onslaught of 'nerf spirit' threads since the Mikaela patch?

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622172#Comment_2622172

    Yeah not Ark I meant Evolve like the other guy said.

    Yeah it might lead to lots of people playing Bill and David, especially at high MMR.

    And yes agree that due to the current perk situation, and people having invested money into skins and "mains", this probably won't happen. I guess this is a "what if..?" discussion.

    https://forum.deadbydaylight.com/en/discussion/comment/2622161#Comment_2622161

    yeah that one. lol I never even played it tbh, just remember seeing it had classes. There might be more examples of asymmetrical games with classes though, cba looking it up right now tbh

    I don't think there's much to look up. Almost no asymmetrical PvP game survived longer than a year. For all its undeniable flaws and problems, DbD has accomplished a phenomenal feat by staying afloat this long.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622008#Comment_2622008

    Head on that can literally save someones life or prevent a down is also a huge pay off, just use your brain to pull it off. Same goes to the majority of the other perks.

    *Edit: I am not saying you have to play windows of opportunity but perks like Camadery, Inner streangth, leader, deception also have very powerfull pay offs.

    But for every Head On, there's three Red Herrings.

    @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622126#Comment_2622126

    Not necessarily. Specific features being brought in could make things better, doesn't necessarily have to make things worse (just imagine if said feature/mechanic was implemented in a bug-free way by another developer lol)

    Besides I never identifed a specific feature from TF2 I'm demanding in DBD, merely pointing out that it's more consistent and not necessarily just because it's symmetrical. The game design comes from classes rather than hundreds of perks.

    I'm pretty sure there are asymmetrical games using classes (Ark or something? The one about hunting monsters) so it's not like I'm proposing the impossible

    It was called Evolve and it's long dead. Not a good 'it can be done' example.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621930#Comment_2621930

    You mean just as DS, Adrenaline, Unbreakable etc? They are also situational just like the other 70% of the perks.

    Yeah, they're situational too.

    But not Repressed Alliance situational.

    EDIT: They also all have considerably greater pay-offs.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621486#Comment_2621486

    by "usable perk" you mean not absolutely busted that carrys you every single game?

    I mean usable. Vast majority of survivor perks are garbage, either having no output value or being so damn situational that they hardly ever fire.

  • There's like 4 survivors that actually have more than one usable perk, this change would just reduce the game to Dwight, Claudette, David and Bill all the time.

    Good luck selling skins for Zarina, Ash, Elodie, Yun-Jin, etc.

  • I enjoyed playing him.

    And then I dropped DbD altogether with the NFT debacle.

  • @Toastyy said:

    https://forum.deadbydaylight.com/en/discussion/293126/another-camping-thread-its-getting-worse

    Killers are face camping due to knowing they can’t win a match because either gens went too quick or they can’t catch the survivors very easily. The busted boon totems are also why people are face camping so it most likely wont calm down till they nerf boons.

    I really dislike this mentality, as it underpins the biggest balancing issues in the game.

    Any time the killer doesn't like anything, he just takes the entire game hostage by facecamping.

    'I want boons nerfed, so I'll facecamp until they're nerfed'

    'I want Dead Hard nerfed, so I'll facecamp until it is.'

    'I want gen speeds nerfed, so I'll facecamp until they are'

    'I want Red Herring nerfed, so I'll facecamp until it is.'


    Facecamping is the lodestone of the game's balancing issues and it really needs to be dealt with.

  • False positives need to be patched out of Dead Hard validation.

    Outside of that, NOED needs a rework.

  • There's a bit of a problem where the game gives no recognition to hooks, when death hooks are kind of arbitrary.

    A killer that gets one hook in EGC and then camps it to death gets more recognition than a killer that bangs out 8 hooks but fails to kill anyone.

    There should be way more recognition for high hook counts. Post-game screen, the survivors' emblems should show gashes based on how often they were hooked.

    In the trial itself, it'd be cool if the atmosphere became more oppressive the more hooks the killer gets.

    Just anything to have the game recognise that 8 hooks, 0 kills is better than 1 hook, 1 kill.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617525#Comment_2617525

    The game would be pretty unplayable if camping were not okay, the level of aura reading they would need to add to base kit to justify that wouldn't even be worth the change, survivor's would hate the game without camping a lot more than the game with camping, imo.

    I didn't camp and I didn't have issues. I've also seen tons of killers that don't camp and don't have issues. Camping really isn't as necessary as you seem to think it is.

  • The DS skillcheck is just a relic of its original design, and should be scrapped. Just make it 'press ability key' within X seconds of being picked up.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615712#Comment_2615712

    This kind of cheating is just the worst. Never happend to me in DbD but in Dark Souls 2 and Dark Souls 3. Cheaters would abuse the coding and animations for spells and stack them so hard that my PC just said "goodby". Most of them would do it just when they lost a PvP encounter and the only option to evade was to use the key combination to quickly shut down the game when you saw that happening, hoping you are fast enough...

    Cheating to win is bad, cheating to screw people ingame is trash, cheating to damage peoples device is just the lowest you can go.

    First cheater I ran into in DS3 just dumped a #########-ton of illegal items directly in my inventory in hopes of getting me banned.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614438#Comment_2614438

    Honestly it's not super useful because the people often complaining are people at high MMR, not people playing against newbie potato survivors. So the stats I'd want to see is killrates at high MMR.

    Before SBMM, though, red rank averaged at 65%+ kill rate, so that'll probably still not show what people want to see.

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