Gandor
Gandor
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154598#Comment_3154598
Uh, just to make this very clear. Even the best Nurse players in the entire world get mindgamed in the open and in areas with no or very negligible LOS breakers. Landing and avoiding blinks is both about prediction and out-reading the other player, regardless of the area.
Does not apply, because:
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154598#Comment_3154598
Uh, just to make this very clear. Even the best Nurse players in the entire world get mindgamed in the open and in areas with no or very negligible LOS breakers. Landing and avoiding blinks is both about prediction and out-reading the other player, regardless of the area.
Missing "negligible or no los blocker". Also huge misplay on nurses side
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@RaSavage42 said:
I agree and some of it does come down to did you escape or not... cause that's 5,000BP and with little ways to get any more
I think completing Gens should count toward Survival (but that could be just me)
I also think that Healing others (not just yourself) should count towards Survival (but that could be just me)
I think survivor should get same amount of bp/minute as killer does. It makes very little sense that e.g. bubba that facecamped and hook traded whole game (so one small chase at the beginning and then staying on 1 spot) that gets 4-out gets 20k bp and survivors in that game only like 24k. But if killer chases/playes correctly and wins, he gets 32-40k while survivors get around 16k+-8k. It should be normalized
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Ok. So your answer is, that some survivors with specific items can sometimes delay nurse under specific conditions to not always get the hit right away, but 5s later. I guess I agree then.
Still - that is not balance.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154644#Comment_3154644
??? I am talking about the follow up blink where she had complete LoS on the Ace, who didn't break LoS at any point during the chain blink charge or travel and yet still successfully out-read the Nurse player and went further ahead than the Nurse expected him to.
And that is wrong read of the situation. Ace used flashbang which forced nurse to not blink at him, but to make shorter blink to the tree - making it (forced) bad blink. Which on the other hand made her 2nd blink (barely) too short. So as I said. This does not count
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You could use same argument if the nurse was being burned by flashlight - disabling the second blink... And that would not count the same way as this one even if it was on open...
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154617#Comment_3154617
https://forum.deadbydaylight.com/en/discussion/comment/3154622#Comment_3154622
So then can you explain what happened here?
https://clips.twitch.tv/InquisitiveSincereFinchPogChamp-Gut-xxckE8uhgbAw
Before someone says something stupid like "This is comp so it doesn't count", yes, comp overall is drastically different from regular DBD, but many aspects of chase can still be learned from because it still works the same way. This would have worked regardless of comp or not.
It's not open if nurse got "stuck" on the tree (which she was thanks to need for a flashbang dodge). So no. This does not count. And not because of comp
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154472#Comment_3154472
Old Dead Hard was literally uncounterable to most M1 killers when used for distance.
Nurse is well designed and balanced.
You clearly play different game then everyone else. Nurse on open IS GUARANTEED hit - works also for mediocre/bad nurses (just not terrible nurses). Worst case she needs to use 2 blinks...
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@Nasza1109 said:
I've constantly been bullied since i just picked up nemesis and overall i kinda feel like the free health state is not worth it.
So my stupid idea is:
over time, infected survivors get a slow penalty to actions that progressively gets worse, and if they don't cure themselves in like a minute, they die, kinda like a pig trap. (to make this more balanced add like +3 cure chests to the map) curing yourself is way faster than a pig trap so i don't think this would be OP (haven't thought about the zombies yet but with this they might as well be removed they suck anyways)
I would love for anyone reading this post to point out any flaws this might have, i'd love to start a discussion and throw ideas at each other!
Nemesis is already strong enough (I think he is in exactly right spot - not too strong or too weak).
His problem is, that he is most dependant on RNG (or better yet luck) with regards to zombies AI/position. They can on one hand harass all the gens slowing them down very significantly, or shutting down loops making chases very easy, or on the other hand get stuck in a corner of the map making 0 contribution what-so-ever. That makes huge difference - especially considering how many addons are about zombies.
Making more consistent (maybe even predictable, or contrillable to some degree) AI for zombies would be all this killer needs.
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There are ppl that would call it balanced and no proof would be good for them. And if it is fun for those people, then "fun is subjective"
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154342#Comment_3154342
Okay? So what? Fun is subjective, and there will never ever be a versus where all players on all sides are having fun always. So it's irrelevant. You can't even objectively make something "more fun" because the standard itself is a whim of whoever you ask. So only balance is relevant. You even acknowledge the basekit is balanced. Range/3 blink need to get hard reworked to completely different effects.
Devs could make button "I win" and I am sure some people will find it entertaining. Is it good idea to have it in game? No? So is having nurse in current "balanced" state
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151248#Comment_3151248
I don't like the idea of the killer getting rewarded by mori's for doing nothing. The condemn passive build up on the tapes is designed so that you cannot hog the tape for the entire match. Its suppose to be urgency to go to a TV when picking up a tape. its there to prevent survivors per-emptively picking up a tape and walking around the entire match with the tape. Your not suppose to be able to pick up a tape, do full gen, unhook people, heal people and then drop the tape off at your convenience. Picking up a tape is suppose to be a high-pressure situation where your trying to get a tv before you get mori by sadako. Its just these high pressure situations are rarely occuring in her base-kit thus there is no need to interact with her TV's currently.
Sure. But we need to buff speed of codemn so, that survivors will interact with the tapes (also prevent killers from being able to camp your only tv). One of the solutions to that one is mine with messing with tv cooldowns. Other one was with (slow?) passive buildup. There might be other better solution to it though.
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And their combinations. Like if the gen is affected by both perks (e.g. cob and discordance), make part of the gen yellow and part of the gen... Say violet (where violet could represent all regress-type effects and yellow all marking-type effects).
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@Lastchild said:
All I see is that you're tired of the game.
Take a break and come back to it (or not) it's up to you.
there is nothing else to say.
The game has not changed.
It's always a casual game.
Some people think they're in a competitive game when it's an asymmetrical game.
The game did change. Not counting boons - killers are being buffed every patch lately (namely patch 6.1.0).
Which makes it impossible to play for low MMR - casual survivors stand 0 chance (meaning noob killer vs noob survivors - killer is guaranteed easy win).
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@BubbleBuster said:
random is random
you literally cant increase randomness unless you add more stuff if you mean getting a specific map.
if you get the same map 5 times in a row it is still random. You can't just remove that happening unless you add some form of counter that forces te map to be different.
Getting unlucky/lucky by getting the same map 5 times is random. same as getting heads 10 times from a coinflip is random.
If you mean map variants, such as tile rotation and tile placement within a map, you could make that more random by adding more options for these to spawn or by adding more.
Realm and map selections, at least from what i know, are as random as they literally can be. Unless more realms or maps are added, you cant make random more random.
Not true exactly. You have an assumption that each map (or at least each realm) has equal pick probability. From what we heard from devs, this is not the case (and they change it "all the time").
So basically what OP wants is to make these probabilities not that disproportionate (closer to equal chances) and/or lowering probability some player will repeat play the same map (for easy explenation and illustrating the point - say you have 10 maps with equal chance. You have 5 players each playing different map so those 5 played map could have 5% chance of being selected and 5 that were not played by anyone would get 15% chance - instead of all maps having 10%).
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@cyniChris said:
https://forum.deadbydaylight.com/en/discussion/comment/3153980#Comment_3153980
Looks like someone didn't read my comment - I mentioned Coldwind's double hooks :)
The entire point of hooks is the killer should be able to reach one within the 15 seconds it takes for the survivor to wiggle free. If they can't and nobody is sabotaging or body blocking, there's something wrong with the hook spawns.
1, you didn't read mine well. I acknowledged that coldwind hookspawn bug
2, about reaching hooks. Agreed. There is exactly 1 map that this happened to me (with particuparly bad RNG) and it wasn't my fault - and it's the map with highest killrate out of all maps in game (aka midwitch). It happened also on RPD when i didn't know map and went for a wall instead of hook.
For all other maps you have almost always 3 hooks you can choose from and probably more. It's not rare that killer walks by hook to carry survivor to next one, because endgame or scourge - which works on almost all maps (meaning killer is able to use like 7-10 hooks of his choosing. Possibly more if he uses some perk). Now tell me which is fair considering hook spawn. Sabo play or carrying survivors to hook?
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At least swap cd's. 100s when survivor turn it off (so codemn does build up) and 60s after ability usage so she has more presence and additional reason to take tapes...
Maybe even make them 90/50s
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@cyniChris said:
Hook spawns across the board should be looked at tbh. There's far worse than Groaning Storehouse.
RPD has very few hooks. If one is sabotaged, the correct play is to drop the survivor because 9 times out of 10 you will NOT reach another. The PTB versions were terrible, as well - the west side of the east wing variant has no hooks on the entire west lower floor after the main hall, meaning you can't be hooked if you're downed in the office or evidence lockers and the main hall hook is gone or sabotaged. Even a single protection hit is enough to almost guarantee you won't be hooked in a lot of situations.
Midwich can have zero hooks on one side of the map sometimes, meaning you can't be hooked if you're downed there.
On the flip side, there's hooks that can spawn virtually next to each other on some Coldwind variants.
Hooks need guaranteed spawns instead of RNG, and the spacing should be consistent.
You have also the other end of spectrum. There should be some kind of rare achievement if you get successful sabo play on saloon - you can even have swf to help you. The game is very similiar. Coldwind has 1 double hook sometimes, but apart from this bug hook spacing is ok.
Just try to play sabo survivor to see how hopeless it usually is (outside of midwitch and RPD). Also compare it to flashlight and see how brutally more value you can get...
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@Blackboar22 said:
https://forum.deadbydaylight.com/en/discussion/comment/3153910#Comment_3153910
Yea no, they should decrease gens to 10seconds instead of 90, feels like something u would say
They should speedup killers to 20m/s feels like something you would say....
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3153691#Comment_3153691
well if it happens rarely, there is no problem waiting that 30 minutes out so rarely. If it happens often, then probably the person should fix his problems before playing anyway, right? The players are responsible for their own connection and state of the machine they want to play on. I mean if somebody disconnects often or crashes because of issues, he should address those before playing online games to begin with. BHVR or other players are not responsible for technical issues somebody has.
Oh and yes it's very rare. On steam I never had a single crash or anything at all on 2 laptops and this desktop PC for months. Aside of rare occasions when my internet just dropped, or I had to restart my router, nothing happened. And even in those cases I wasn't even in a match, it just happened rarely. I wouldn't have died from a DC penalty if I would have been playing. takes time for teh internet to come back anyway.
Considering yourself lucky. It happens more often then once in x months. And if I am being punished for 30 minutes because devs did bad job then I am out
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Also... Keep her blinks normal attacks and don't nerf/remake her in any other way. If she would actually give some space for survivors to dodge/outplay/mindgame her and it would actually have some impact (which slower blinks would actually achieve), then I don't care about starstruck/agitation combo - as it would have counterplay for good (better then given nurse) survivor...
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Allow stunning her in blink and in fatigue (to get stun and fatigue combo timeout), add 0,5s cd between 1st blink and 2nd blink (but allow charging second blink in this time - you just can't let go immediatelly) /1st blink and attack (rn she can down you without materializing from survivors point of view), slow down her blinks so, that her avarage movement speed (charging, blinking and recharging combo) can't go over 4.6m/s (also meaning range addons increase token recharge time and recharge addons shorten max distance travelled).
But make her matchbox ultrarare something different/better as this one makes no sense (at least buff the speed bonus to 4,4 if nothing else).
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3153675#Comment_3153675
Well I think they should increase the break time from 5 minutes to 30 minutes for the first DC, and going up from there. Even internet issues some might have is pretty much their responsibility to fix.
But even as it is I see less DC people than when the temporary ban was not activated for DC. So it works.
Also it made me shake my head whenever people started new topics about DC penalty to be removed because all sort of emotional reasons they have for DC-ing.
Sometimes it's game crashing, unexpected error, black screen, steam maintenance, etc. And it's not even that rare.
Also it does not solve anything. If I see agi starstruck range addon nurse, i just go to hook, jump neatest locker a few times and point to a hook.
Then again, I play swf and we do that as full team so no screwing over anyone left in a match...
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3152756#Comment_3152756
Zombies are the strangest AI I think I have ever seen in a video game. There are games where I literally never see a single zombie, and then there are games where I can't do a gen or loop without constantly running into one. It's not even a map thing either, it's just whether or not the zombies feel like playing that game.
This. Zombies need consistency and less RNG. They are both useless and OP depending on pure luck...
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@pandorayr said:
https://forum.deadbydaylight.com/en/discussion/comment/3152792#Comment_3152792
trying repairing a generator in a three gen.
Alone? Not a chance (if killer playes it right). But having several teammates help getting killers attention and I will get it in the end. You don't want to leave someone on hook when trying to do 3gen
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@SACKERPUNCH said:
The hooks are so far apart that if a hook or two goes out in a single area, that's it, there's no more hooks for a very large area, making a complete deadzone, which makes it extremely easy to not get hooked via sabo plays etc, please spawn more of them, and closer together
There are exactly 2 spots in this map (very end of dead ends of the map) where this might be true - and it would require 2 hooks to be disabled (and 3rd ready to be saboed) on both places. It really is not an issue.
Try to play such sabo build and check how many times you successfully get something even on this map. I bet you that flashlight will give you much more saves then any sabo play.
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2% or even 4% will not help you get that vault or get to that pallet (considering how small boon area is with regards to this speed effect).
I can't see it ever be used. Maybe on RPD in library it might do something for long chases under. Still - not worth running.
But that is ok. Not every perk needs to be useful and this one has potential to be easily too good. Just forget the perk exists...
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3152728#Comment_3152728
Circle of Healing still gets complained about for being too good of a perk.
OTR works twice a match and has a limited duration to it. Not to mention that the perk doesn't work once all the gens are done.
There's a ton of perks in the game. It would be a problem if Bite The Bullet was so good that everyone was running it. Especially after an update the devs did to reduce the power of meta perks so that perk diversity would be better.
If I see btb in my lobby I know that the person running it is just trolling. The perk is really as good as buckle up (that one at least shows you killer aura so you don't run at him). You never want to heal next to killer and if that's not the case, then you get 0 value out of it.
You can buff/nerf it however you want, you will still see 0 usage of it (except perk rulet or troll/fun builds).
But sure. Leave it as it is. We need some perks to be able to make meme builds ๐ I am just surprised anyone can call effect from this perk good. But that's probably just killers that never used the perk ๐
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@jesterkind said:
I dunno, man, Bite the Bullet is a pretty damn good perk so I'm not sure if it's wise to start buffing it necessarily.
Besides, it's countered by any other source of tracking too. You'll be revealed by any aura perk, you'll still trigger Killer Instinct, heck, I think you even still scream if you're facing Doctor or someone running Infectious Fright.
Agreed buckle up and bite the bullet are too OP. Please nerf /s
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3152614#Comment_3152614
yellow bottles already have a strong effect. They are high-reward as is. you just need to time speed boost at the correct times to get value of it the bottles. The problem is that activation period disables your ability to time speed boosts at the precise correct time. they don't need more reward. the effect is already really good.
buffing the survivor movement speed is not a gamble. its a survivor power. you might as well make it that pink bottles hindered the clown by 15% if he clown walks through them while your at it. Surely that will make him ultra-high reward/ultra high risk. wink wink
No. Pink is good the way it is. It helps killer chase survivor. Yellow helps mindgame some loops without breaking the pallet, but risking actually helping said survivor if done incorrectly.
Buffing yellow bottle effect would mean more loops would be playable, but there would be even higher risk that survivor gets away. That is good tradeoff and actually make clown more skillfull. As a sidenote - it might actually make it worth to use yellow bottles to move on the map
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3141136#Comment_3141136
You don't play killer much do you?
Hooks don't tend to be "5 inches away" from each other. (Except a recently bugged Coldwind Farm.) On large maps like Mother's Dwelling, Eyrie of Crows and others disabling a single hook can create voids in the map where if a survivor goes down there are no hooks a killer can take them to, especially near the edges of the map. An altruistic team on one of those maps can prevent hooks with Breakout, Sabotaging and good ol' body blocking.
I run Agitation on almost all my killers to combat this issue.
If you are on midwitch, you are right. If you are on saloon, you will not find a spot on the map where there won't be at least 5 hooks within carry distance (no perk equipped). Even on mothers dwelling you are guaranteed to have at least 2 hooks in your vicinity. But realistically there will be 4.
If there was new unhook mechanics that would break the hook (for regular 30s) that would be actually nice. But that would also mean some kind of killer compensation would be required. Maybe add 5s/gen time? IDK. But something would be needed
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@Devil_hit11 said:
he only needs his yellow bottle to be instant and the yellow bottle to not give 10% speed to the survivor. 10% speed is 5x stronger then dark theory perk....
if you want more ammo to use bottles, use cheap gin bottle add-on or soda add-on. Cheap gin gives you 6 bottles so you can use 3 pink/3 yellow and soda gives +1 for 3 pink/2 yellow or any combination of pink/yellow.
https://forum.deadbydaylight.com/en/discussion/comment/3146507#Comment_3146507
do you want him to be 110% m/s,,,,? whats the point of slowing survivor down if your slower then every other base m/s killer?
Yellow bottles are the only thing making his kit at least a little bit skill-based, because it creates gamble - if you use it wrong, you will boost survivor. Removing this aspect means you are creating "dead stupid killer". Meaning he can't be strong against good survivors, because it would be very boring for the game.
If anything, I would buff clown by buffing yellow bottle effect (which creates higher risk/reward scenario).
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@Vagab0ndCat said:
https://forum.deadbydaylight.com/en/discussion/comment/3152518#Comment_3152518
No, toxicity at the VERY best would be an answer (half assed at that) to cheating.
"Camping and tunneling", as much as you probably dont want to hear that, is not cheating, and is as much of a legit tactic as, well, pretty much any other tactic in the game, you should be able to do everything in your power to win as long as you're not exploiting bugs and/or using cheats.
That is true. But the tactics is still game-breaking. Anything that is low-effort high-value is unhealthy for the game. If it's boring at the same time.... Well. It should be somehow removed from the game (by e.g. making it hard to achieve or getting low value out of it).
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But nemesis is already balanced strength-wise. I mean... His powers could be more consistent, but consistency is not stronger (like extending lunge to zombies would make it OP in interior maps. On the other hand - making more reasonable AI that makes zombies not stuck all the time would be sensible, because sometimes zombies make huge value (always harrasing correct gens or cutting loops) and sometimes they are nonexistend)
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@Vagab0ndCat said:
https://forum.deadbydaylight.com/en/discussion/342914/make-camping-fun
"Just a simple little taunting gesture or dance"
You survivor mains are just so full of "awesome" and "great" ideas for additions to the game... Like we dont have enough clicky clicky tea bagging...
Sigh...
Well this clicky-click would at least be desearved. I mean toxicity for the sake of toxicity should be punished. But toxicity as an answer to "legit tactics" seems ok
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@AnneBonny said:
nah midwich is fine
maybe add some expanded outdoor sections as it is a bit small but outside of killers who are already overpowered it's a fairly balanced map imo.
There is a reason why this map has highest kill rate out of all maps in dbd. The map is NOT balanced.
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@S4ShadowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3146507#Comment_3146507
"strong ranged attack" are you playing a different game or something? All it does is slow and make their vision blur.
Being quicker than survivors still isn't giving him any game pressure though is it.
When the way to beat a killer is just predrop pallets, it shows an issue.
It is strong on low mmr range. Weak against good survivors. As ByeByeQ mentioned - giving him some kind of ability that is hard to use, but provides strong benefit when executed right can be cool buff. But it needs to have some counterplay.
You can't have easy killer with simple execution that is also super strong (and clown is super easy - maybe not counting yellow bottles). That would be game breaking.
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@ays12151 said:
The Executioner has very weak and boring addons mostly.
Just range addons are viable on him.
I want to introduce my suggestions to change his addons.
LEAD RING
โ When sending Survivor to a Cage Of Torment, movement speed is increased by 5% for 45 seconds.
DEAD BUTTERFLY
โ Decreases Rites of Judgement recharge time by 3.5 seconds.
COPPER RING
โ Increases Rites of Judgement Power duration by 2.5 seconds.
SPEARHEAD
โ When sending Survivor to a Cage Of Torment,
Pallets & Walls Breaking speed is increased by 20% for 60 seconds.
LEOPARD PRINT FABRIC
โ Increases movement speed while using Rites of Judgement Power by 3.5% (110% ---> 113.5%).
FORGOTTEN VIDEOTYPE
โ Survivors affected by Rites of Judgement suffer from Oblivious & Blindness Status Effect for 90 seconds.
CINDERELLA MUSIC BOX
โ Increases the duration Rites of Judgement trails remain in the environment by 30 seconds.
VALTIEL SECT PHOTOGRAPH
โ When Survivor triggers Rites of Judgement, Survivor's movement is decreased by 3% for 12 seconds.
TABLET OF THE OPRESSOR
โ When The Executioner is standing on Rites of Judgement trails, movement speed is increased by 3%.
โ Increased movement speed bonus linger for additional 4 seconds.
MISTY DAY, REMAINS OF JUDGEMENT
โ When sending Survivor to a Cage Of Torment, Generator with the most progress will lose 12% progress.
MANNEQUIN FOOT
โ Decreases Punishment of the Damned attack cooldown by 12.5%.
SCARLET EGG
โ Sending Survivor to a Cage Of Torment grants Undetectable Status Effect for 40 seconds.
RUST COLOURED EGG
โ Survivors affected by Rites of Judgement suffer from Exhaustion Status Effect for 6 seconds.
โ If Punishment of the Damned attack hit 2 or more Survivor at once,
they will suffer from Broken Status Effect for 90 seconds.
LOST MEMORIES BOOK
โ Increases Cage Of Torment Sacrifice Progress speed by 10%.
CRIMSON CEREMONY BOOK
โ Successful Punishment of the Damned attack inflict Deep Wound Status Effect.
OBSIDIAN GOBLET
โ Grants Undetectable Status Effect while walking in Rites of Judgement Mod.
โ Increases Rites of Judgement Power duration by 2 seconds.
IRIDESCENT STEAL OF METATRON
โ When sending Survivor to a Cage Of Torment, all Survivors auras are revealed for 10 seconds.
โ When sending Survivor to a Cage Of Torment,
Punishment of the Damned range attack is increased by 1 meter for 45 seconds.
Write you opinions!
Have a good day!
First brown addon and you already want to make it half of NOED for 45s. Thank you no thank you.
Movement speed bonuses are very strong buffs and should not be that accessible. Make it green or above.
Other addons also look quite strong on very strong basekit killer. I don't know about this. Tone down numbers/effects or nerf the killer slightly with this addon pass
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@enormous_bruh_moment said:
Main concern from this patch now is that Borrowed Time is completely and totally worthless. Went from being one of the single strongest survivor perks in the entire game to being massively buffed and made basekit for 10s.
Here is why that's bad:
Basekit BT is only the first half of what is necessary to stop the unfun style of play you'd like to avoid. You're building this idea in players heads: "Basekit BT means that it's a bad idea to tunnel people after they get unhooked...."
You've correctly discouraged the behavior you don't want, now you need to encourage the behavior you do want.
If you don't, you run the risk of ######### killers completing the sentence incorrectly:
"Basekit BT means that I can't tunnel people after they get unhooked..................... which means I can't let them get unhooked to begin with. Camping is mandatory now to confirm kills! Stupid new meta!! Grrrrr!!"
On some level the devs seem to know this, hence the new survivor perk that aims to counter camping, but I don't think this is enough. Negative reinforcement in general isn't enough, if you only come at the problem with negative reinforcement you run the risk of it losing its potency. If all you do is shout at a dog whenever it does something bad, soon it won't care about your shouting.
You need to do something to make it easier for killers to engage a new survivor in chase.
There are a lot of ways to solve the problem, and this would be for the devs to brainstorm and figure out, but this is imo the core problem. That's the other reason why BBQ & Chili was the most popular perk in the game, as it provided a very okay-ish solution to this problem, in addition to a BP bonus too good to pass up.
imo
Survivors got one of their strongest perks massively buffed and made basekit.
Killers could stand to get one of their most okay-ish perks buffed and made basekit.
With all that said and done.
Off the top of my head, an idea for what that could possibly look like: Maybe on hook, have the survivor furthest away from the hooked survivor and the gen with the most progress on it, have their auras revealed for 4 seconds?
This wouldn't sabotage people hiding nearby for stealth or quick rescues, it wouldn't invalidate BBQ & Chili, it would incentivize the killer to go after someone who they've likely had the least interaction with, as well as keep them apprised of the general location of where survivors might be/will likely be in the future.
If the gen with most progress idea is too strong, then I'd suggest something akin to Devour Hope's 2 hook boost, something like, 10% movement speed if 24m or further from a hooked survivor, lost upon getting in chase. Or something like that. Like I said, there are tons of ways to go about solving this issue.
We saw it does not work that way. Patch 6.1.0 prooved that if camping is easier, but no longer necessary, that killers will camp more instead of camping less.
So reinsurance + new BT are cool solutions. Going by the experience from 6.1, we got exactly what we need.
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The buffs sound reasonable (all of them). I would even go for larger cd reduction after using tv (make it 50-60s cd after using tv). But i think it would make sense to create 2 tv's where you can return tape (so killer can't camp tv for guaranteed mori) and maybe not make condemed survivor exposed. Otherwise I like this proposition "on paper".
But it's possible it would make her too strong - which can be adjusted later. For now it seems ok
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I don't know about debuffs as this looks complicated to me (which effects are covered again?), but adding sabotage speed into the active effects is nice ๐ (even though canceling speed buf on hit actually hurts the most - taking hit before sabo is not that rare).
anyway it would still need to do something more (i have no idea what that would be) to find it's niche usage as it is quite fragile AND does not do that much (1-3s saved if stars align to "secondary" actions is not really significant/that useful)
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@BubbleBuster said:
actually not a horrible idea.
some maps might need more chest spawns now though since they would need to spawn 3 + 8 + 4 + 2 = 15 chests at once cuz shiny coins and this effect and hoarder ig
16 if you count map-dependent extras like temple of purgation main's chest...
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Also making it flat 15s for each unique hook is actually already good (even more so if you include 5s aura thing which is basically floods of rage without scourge hook - making it meta perk for some killers). If you include running time, you can get quite a value out of those 60s already. I think that this would already make it a strong perk that would be used in some aggresive builds (with aura thing I would presume it would be part of every tryhard nurse build)
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/3151671#Comment_3151671
you don't get the 90s if you are hard tunneling 1 survivor and if you wait for all 4 hooks before hard tunneling 1 survivor that seems like an awful long time to wait, also 90 seconds isn't much considering corrupt is 120, and deadlock is 30 on every hook
There is a difference in tunneling and tunnel-vision running at someone. Tunnel-visioning is not game breaking thing of itself. Person like this does not need to be hooked at all. It means he does not see/hear anthing but survivor he is chasing so everyone else can do gens without being interupted what-so-ever (making it bad killer play that would not get punished with your GE version.)
As for corrupt - you still have 4 gens you can work on. For DL you still have 5-2 gens you can work on. If you leave 2+ gens unblocked with GE, than you are allowed to give it 90+s timer. Otherwise 60s is quite a lot already in my eyes
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151671#Comment_3151671
I wouldn't say she has only 1 bad Perk.
Pentimento is situational and only really works in combination with other Hexes, mainly Plaything and Devour Hope
Well does that make pentimento bad perk? Was old DS bad perk because some killers never tunnel making it situational? Or is unbreakable bad perk because some killers don't slug?
But we are getting quite off topic because I wrote 1 sidenote ๐ I agree that GE could use buff. I don't agree with some people here in how large the buff should be. I think starting at 1 minute gen freeze would be more then reasonable. It would still be +50% buff to current version.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3151576#Comment_3151576
- If your argument is โNo Mither should be betterโ I agree. The existence of other perks that need buffs doesnโt mean Grim Embrace couldnโt use one.
- I fail to see how someone being on a hook during Grim Embrace makes it stronger than No Way Out not necessarily having someone on a hook. Especially since No Way Out also includes a noise notification to help you get a new down.
Because if there is someone on hook and you get 60s timer, you are guaranteed to find someone (or get hook state). With no way out you might have survs wait it out in lockers and you never finding anyone.
@bjorksnas said:
Just make it reward each of the hooks instead of the 4th one with a smaller reward that builds up and incentivizes completing it by making it easier, I'm not gonna word it very specifically but here's just a rough idea
1st unique hook blocks gens for 15 seconds and reveals the auras of all survivors who haven't been hooked for 5 seconds
2nd unique hook blocks gens for 20 seconds and reveals the auras of all survivors who haven't been hooked for 5 seconds
3rd unique hook blocks gens for 25 seconds and reveals the auras of all survivors who haven't been hooked for 5 seconds
4th unique hook blocks gens for 30 seconds and reveals the auras of all survivors for 5 seconds
now the effect gives some benefit for every unique hook, and helps complete itself making it a mini game / side quest ish perk
90s full gen freeze (this is potentially 3 gens worth of time 90s chase w 1 hard-tunnel-visioned surv while 3 survs are NOT doing generator each). This is waaaay too OP for a single perk.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151576#Comment_3151576
All of Huntress' Teachables, Insidious, Overwhelming Presence, Unnerving Presence, Iron Grasp.
Both sides have bad Perks
Ok true enough. My reaction was more to the lines of artist actially has 1 bad perk of those 3. Which i think is not bad considering all the other perks/killers/survivors
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3151560#Comment_3151560
Exactly my point, No Way Out is actually more flexible than Grim Embrace because it can trigger for partial results if you only get 1-3 of the survivors hooked by the time they touch a gate. Grim Embrace does absolutely nothing if you donโt hook all four so itโs a greater risk of failing and hence should have a stronger effect than No Way Out when it succeeds.
But it has stronger effect. It activates when there is a guarantee somebody is on hook - making it stronger effect. That's what was just written above.
A sidenote - why should every killer perk be useful when survivors have all the buckle ups, no mithers, technicians and bite the bullets? I mean GE really is bad rn, but so are a lot of survivor perks and nobody cares...
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Fireup messes with e.g. flashlight timings so it isn't useless. But i like this idea for another perk with maybe a little bit (but not by much) lower numbers but with stacking (e.g 25% attack speed + stbfl would be insane. No chance to unhook when killer camps).
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@SuzuKR said:
Ah yes, a split second of a flashlight should immediately hard counter a killerโs entire power who literally cannot do anything without their power as a 3.85m/s. What could possibly go wrong?
Yes. She would have a single thing for survivors to do to outplay her. That would be outrageous indeed. You can't have that for nurse. It's ok that every other killer has something. But it's not allowed for nurse...
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That would no longer feel like nurse at all. I think it would make her weaker demo. From my point of view all she needs are numbers nerf (delayed second blink after 1st, slower blink travel, slower recharge) and she is chill again
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100% agreed. Especially considering how first at least 20 blood webs each prestige are now garbage