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GoshJosh

GoshJosh

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  • @UMCorian said:

    Slightly off-topic, but not much.

    For a killer, using a blighted hook gives you like 1000bp. Considering most matches, the blighted hook just happens to be far from where the action is (netting me nothing - like, literally, played a map where it spawned on the hook ontop of the central structure with a gen that got rushed in the first 2 minutes. like wut), even when it does get a little love, anyone else find the bonus extremely underwhelming? Like: "Why am I slotting this when I could slot a brown Hunting offering and get about 4k more easily."

    If my blighted hooks weren't on top of the Thompson house, it was in the literal corner of Pale Rose (swamp). I've experienced almost exclusively frustration with their RNG. And, burn the offering for one more and +2,000 BP per blighted hook? Ok.

  • Since you're asking, just about everything. An immediate heal upon being unhooked twice per match, without a penalty? You obviously have zero concept of balance. I don't say that to be mean, just think it over.

    Take for example, Adrenaline. This is a perk that heals you a full health state and provides a short speed boost; but, it requires all the generators to be completed first, and causes exhaustion. On top of that, you may already be healthy when it pops. And with your proposal, there wouldn't even be a purpose to it (Adrenaline).

  • Wrong forum category bro.

  • Way too OP. I'll just leave it at that.

  • @Aven_Fallen said:

    Well, it starts tomorrow. Which was announced.

    I embarrassingly realize after my post.. but I think it still applies. We're just getting some add-ons? And purchasable cosmetics out today?

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689339#Comment_1689339

    It doesn't happen as much as you think it does, besides this is still a solid build that you could try. I am sure there are other solo builds you could use instead.

    What rank are you in? I have 2.6k+ hours, red rank on both, and would say any or all of the things I mentioned constitute 85% or more of matches. An afterthought from my initial comment: Kindred helps to a degree with camping, only to know if the killer is near and let others know. But I was specifically referring to Borrowed Time.

  • If #1 is supposed to be a punishment for camping, I assume you mean it persists until they leave the 8 meter radius; then, it wears off after three seconds. Either way, I disagree and think that the progression should be slowed up to 90% based on how close the killer is to the hook (slower speeds the closer they get to the hook).

    What are QTEs?

    As to #3, heck no. Even without any survivor oak offerings in play, certain maps are hecka broken right now with hook placements. Until that is fixed, there is absolutely no need to separate the hooks further. They are game-changing given the right group of survivors.

  • @YOURFRIEND said:

    These are kind of all over the place. - Undying and all ears don't need buffs. Otherwise they look really good and inventive. I especially like your iron maiden one.

    I believe he meant Blood Favour and not Undying. Also, I'm All Ears definitely needs a buff. A 40 second cooldown for a perk that only deals with rushed actions is way too high. Should be brought down to 30/25/20 to match Quick & Quiet. OP's red stain idea is great too!

  • Allegedly, rewards for your rank at the end of the season are on the way. After 4+ freakin' years.

  • So what does he do, just pull the next five bottles out of his butt instantaneously? Or he has an infinite number of bottles to just spam indefinitely? Think it through.

  • I mean, sure, if you don't feel you need an answer to prolonging chases, slugging, camping and/or tunneling. 🤷‍♂️

  • In the worlds of Palpatine, it is "Ironic." Not more than a few days ago, this very situation happened to me. I still wanted to die after the 4%, yet the match ended up going surprisingly well in my favor. I escaped.

    But then today, I did 4% and still wanted to die (PH with Ruin on Swamp, real fun). So did give up second stage.

  • @DeathBeam said:

    Camping is a valid strategy if the survivors just hover around the hook.

    And when they don't? There should be mechanics in place to prevent this cheap and unfun playstyle.

  • @RepostRiposte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1684429#Comment_1684429

    An "ultra rare" add-on that requires two "difficult" "skill" checks to get the most value out of it.

    BNP.PNG


  • An ultra rare add-on that requires two difficult skill checks to get the most value out of it? Not overpowered in the least.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/198319/idea-for-spirit-balance

    I don't like this one, it would make her feel more frustrating.

    My change is to let the survivors see glimpses of her like old Freddy during phasing, in exchange, she should have her phasing time extended by 2 seconds, the glimpses will appear every 2 seconds.

    Or, we can give spirit her own blue scratchmarks.

    The glimpse of phasing idea is ok to me, but not the optimal change. I would be onboard with blue scratch marks while phasing though!

  • Heck no. Deep wound is fine as is.

  • That's what I'm trying to do. It asks for my info, then I tell it to create, but just get an error. Ugh.

  • Shoot, it goes all the way into the purple ranks. After my team left me in a gen lock situation, I got to spend 10-15 minutes being slugged and wiggling off the killer because he couldn't get me to a hook close enough. Sure, I could have let him kill me; but I would also expect my teammate to at least try to either pick me up or do one of the gens?

    I ended up bleeding out, and the other last remaining survivor wasn't even trying for hatch. They waited at a gate while the killer closed hatch, and, surprise - weren't able to open the gate. Never trust an Urban Evasion survivor - especially on console. (She also had Spine Chill and Iron Will, tells me everything I need to know about this particular player.)

  • @Orion said:

    BHVR account? What do you mean?

    As part of their new initiative for cross progression, and it says there will be rewards as well. Link below.

    https://account.bhvr.com/

  • @bjorksnas said:

    there is one spot you can use it, fall into basement from the stairs and use it there

    Granted you're approaching the killer shack from the proper side. L E L.

  • @Trwth said:

    I think you heavily underestimate the sheer power of Devour Hope, which is most likely the reason why Undying has this handicap. Devour Hope can completely turn a losing game in your favor and end games even faster. Sorry Huntress Lullaby and Third Seal. Maybe next time.

    I'd be fine with the aura change though. I was never particularly bothered by it in the first place.

    The reason why I like Devour Hope is that it encourages killers to neither camp nor tunnel, with the reward being potentially free mori(s); but it does take time to build up, and the hex totem hunt is immediately on once the killer gets a basic attack with three or more tokens. Because of this, Devour is typically cleansed by the time four or five tokens are even earned. This would force survivors to choose to continue doing generators, being altruistic, and/or find the (hex) totem(s). Certainly less braindead than Ruin + Undying.

  • A little confused. Are you mad about how prevalent DS is, or how difficult Evil Incarnate is? Because Evil Incarnate doesn't even require hooking or downing survivors - therefore making DS a non-issue.

  • If an exploding generator has multiple survivors on it, are they all punished? Also, you need to update the language to say "anytime a survivor fails a skill check on a generator..."; otherwise, it doesn't make sense from the wording that Surge doesn't trigger it.

  • @[Deleted User] said:

    I had a survivor apologize profusely in end game chat one time. They got a lucky hatch spawn as the last survivor left. Then they looked at my perks on the end game screen, and realized I was trying to do an adept achievement. They felt super bad about taking hatch and thought they had probably denied my achievement. Said if they had known they wouldn’t have taken hatch and let me hook them. It worked out fine though because I still got the adept from that match. Felt very good to know people care so much about their opponents.

    Not to go off topic, but merciless killer can be achieved with a 3k??? This is news to me.

  • All I'll say is based on my setup for the past 10 months, you're fine.

  • I try to get the generator completed; but if I notice the other remaining survivor(s) are not participating in repairing, then I will try to survive until they die.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671713#Comment_1671713

    But you have to consider the opportunity cost of having a bot that makes a mistake and the resulting gamestate compared to what the gamestate would have been with just three survivors. Even with a failed skill check, for example, they're still adding to the net progress of the gen, albeit at a slower pace than a human player. And a killer chasing a bot means they're not chasing a human survivor, so even if the bot isn't as good as a human at chases it's still a net benefit.

    And I'll comment on things I feel like commenting on, thanks.

    Is this bot that's being chased dropping every pallet while healthy?

  • A baby Trapper on Shelter Woods didn't camp, tunnel, or nothing. He sat resetting his traps at the exit gate while I disarmed them over and over. He only had Agitation tier 1. We had a nice conversation afterwards, where I complimented a particular trap placement he did that caught me (literally) off guard.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671611#Comment_1671611

    I find it hard to believe that a bot that plays "ok but not well" would be worse than having literally no survivor at all. Sure there are some exceptions where maybe the bot finishes a gen you were hoping would stay at 90% to avoid a 3 gen situation, but on the whole simply having another body doing gens and healing other survivors is a plus.

    That's exactly the point. A DbD bot does not have the intellect to make the decisions a good human survivor needs to, and can therefore screw up a really good three (hu)man survivor team.

    1. Do I go for the unhook against a camping killer? Wait for the killer to leave, or sit and let my teammate go to the struggle phase?
    2. Should I go into a locker to avoid BBQ's aura-reading?
    3. I am across the map of a hooked survivor with Kindred active. Should I also go to the hook even though another teammate is closeby?

    And on and on. On top of this, they fail skill checks regularly. I also believe it removes any perks the human player had, rendering them further useless. The amount of times they've screwed me over on mobile far outweighs the instances they've helped. Like I said: unless you've experienced it yourself on mobile, you really have no place to be commenting on it.

  • Please no. If they are anything like the DbD mobile bots, they are more of a hindrance than a help. I'm not going to sit here typing out an essay explaining why, but if you go play DbD mobile and experience the bots there yourself, you will agree with me.

  • Right now? They always have and always will - regardless of a disconnect penalty in place or not.

  • @FFirebrandd said:

    Honestly its mostly the Survival category. You gain a pittance in that category for wiggling, struggling, and self healing and a 5k lump for getting out. I legitimately have no idea how you are supposed to max that category. There's some other problems too... like getting Altruism points is nearly impossible if the killer isn't injuring or hooking anyone. Its impossible to get anything but Boldness if the killer is on you most of the game. But... the Survival category is the worst.

    The two largest other ways to gain survival points are escaping as the obsession, and a lesser known (but one of my favorites) scoring event: Release. You open an exit gate as the last remaining survivor. I try to open a 99 gate after my fellow survivors escape. If I can get a hatch escape too (if not already maxed out in the objective category), woohoo!

    Alternatives are self-healing, and Head On and DS stuns. I do, however, sense the need for the 5k survived scoring event, as there needs to be weight to escaping the trial alive or not.

    1. Freddy
    2. Spirit
    3. Doctor

    All broken killers needing at least a slight nerf (Doctor), or a major rework (Freddy).

  • As someone who heavily plays DbD mobile as well: trust me, you wouldn't want them as a fellow survivor. I am fairly certain it removes any perks the player had, and on top of that they fail skill checks regularly. The more fair compromise would have been they don't get skill checks at all; but no, they must have just put RNG on if they succeed skill checks or not. I would rather not have my gen regressing over and over and the killer knowing where I am thanks to a stupid ass bot on a gen with me. Furthermore, I've watched as they aimlessly wander the map not doing gens, not healing other survivors, seemingly as confused as a rank 20 human survivor. They would rather let you go to second stage on the hook if the killer is near than attempt a hook trade. The list goes on.

    Sometimes they run the killer for a while, sometimes not.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669168#Comment_1669168

    That's literally impossible, there are only 5 totems in each map.

    The Haunted Grounds just goes on one dull!

  • An idea: while no one is hooked, survivors get idle crows if they haven't touched a generator for 10+ seconds within three minutes? We all hate to be that killer in a match with two survivors left, and the survivors neglect to let the game continue.

  • Yeah, so we can go against Undying, Ruin, Thrill of the Hunt, Retribution, and Haunted Grounds all in one match!!!

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667890#Comment_1667890

    If you are the obsession and you are being chased, then the Obsession is being chased and thus you get to see the Killers aura.

    Being able to see the Killers aura is super useful mid-chase since you know exactly how they are attempting to route while LoS is broken.

    Ah, I see, that makes sense. Sorry. However, the killer gets nothing in return for this? And therefore won't have any indicator the perk is in use?

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667856#Comment_1667856

    You (or at least most Survivors) would absolutely want to be the Obsession with this perk.

    If you aren't the Obsession then the benefit is knowing where someone in a chase is, which is just nice I guess.

    But if you are the Obsession, then suddenly you are immune to a lot of mindgames the Killer is likely to throw at you, which is super useful in a chase.

    As for point 2, it's less about actively singling you out, as it is giving you payoff for being singled out for other reasons.

    "But if you are the Obsession, then suddenly you are immune to a lot of mindgames the Killer is likely to throw at you, which is super useful in a chase."

    Explain how so, based on your proposed rework? All you've said is that you see the killer's aura when your aura would be revealed, or the obsession is being chased. Nothing about the killer seeing anyone or nothing.

  • No from me. Here's why:

    1. You wouldn't want to be the obsession under your proposed changes, yet have an increased chance of being so.
    2. How does it make you the Object of Obsession, if it no longer reveals your aura to the killer/they have no indication the perk is in use?
  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/196617/revealing-ghostface-should-have-some-consequences-for-him

    It's a trade-off - you turn on his terror radius and red stain for anyone he's chasing; in exchange, you risk him changing targets to you. It's better used from a vantage point where you can see him at a distance chasing someone, so you break him out of it to give them more awareness.

    It doesn't need to slow him down or doing anything else because of how ridiculously easy it is to break his stealth.

    Otherwise, if you give him a debuff - then change his breaking mechanic to require something like continuous line of sight on him that resets if that line of sight is broken - so you can't look at him a little here, little there, little more here and break him out; you have to see him constantly to break his stealth.

    "... How ridiculously easy it is to break his stealth"

    WAHAHAHA! Been bugged and broken as can be since his release. I don't understand why my options as a survivor are to let him stay in Night Shroud, and possibly expose me and others with no heartbeat; or simply begin to pull him out of it and reveal my location to him.

    ???

  • With the next update, all perks will be very rare at tier 3, rare at tier 2, and uncommon at tier 1. So that will help greatly for someone who has maxed out a character, but doesn't do much for filtering, custom sorting, loadouts, etc. etc.

  • Coming from someone whose avatar is Freddy, I'm not in the least surprised you consider Borrowed Time abusable.

  • For a start, I think a healthy change would be that damaging a generator instantly regresses it 5% (base). Beyond that I'm not too sure about undoing damage by taking more time, although I understand the argument.

  • @Maperson said:

    You can bait him, but the thing i recommend the most is to rush the gens. Bubba is fine, requiring him to reload chainsaw would make him weaker than before.

    "Buba is fine" - lol. Watch the video and tell me you'd be cool with being the hooked survivor. Worst killer they ever introduced to the game.

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