GoshJosh
GoshJosh
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Comments
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@Carlosylu said:
I'd preffer if the perk could show auras of things it detects, it would be an amazing buff
I suggested this in a post a while back as well. The little 'ding' sometimes causes more trouble than it solves.
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@4Two_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1605435#Comment_1605435
thanks dude! its not meant to be a perk description, this is it as a basekit ability anyone can use
Whoops, I'm an idiot. XD
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@CalamityJane said:
When I loaded in and saw both of them, I nearly orgasmed. Now survivors actually have to think about how they run it rather than just go the god window loop, then the god pallet downstairs, and still have 4 ways out that all have pallets nearby.
I was Spirit, and with me having the control of whether the doors were opened or not... guess what? Yep, they both stayed close. They have no chance in that building once the two safe pallets are destroyed.
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It is. Undisclosed nerf on flashlights again.
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@Avarice10 said:
They really made this perk trash tier because the mechanic required to get stacks is utterly broken.
NGL I regret buying Ashe. Too bad I can't get a refund.
Be happy: you have the only survivor that can speak. And with such a groovy voice.
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@IamFran said:
Small Game perk.
This perk needs to be buffed to show how many totems have been cleansed or remain; sort of an anti-Thrill of the Hunt perk.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1606239#Comment_1606239
Not at all, I took him too literally. I thought he was meaning a counter as in counter- play. If he means a counter showing the number of Totems left, sounds like a great idea. If it isn't in general, it should certainly be part of one of the many information Perks.
My apologies then; I should have also clarified what he meant in my first reply.
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@Moundshroud said:
There is a counter already, i.e. your whole team takes Totems seriously and does Bones.
OP meant a totem counter (i.e. how many totems remain), not counters against totem perks.
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Possibly a hidden killer offering in each instance? People DC to dodge moris (or what they suspect is a mori).
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Not this crap again... sigh.
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@Ihatelife said:
The new perks are pretty decent. What do you want from them?
Killer? Yes. Survivor? No.
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Great ideas, sounds like a heck of a lot of conditions to put in a perk description though. Also, 10 seconds is not nearly enough time; a killer can take longer than that to return to hook and hunt down that one survivor intentionally. I would say buff the timer to at least 20 seconds, and have it additionally cancel if you let another survivor begin healing you.
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I would like two things concerning crows, a buff and a nerf:
- As you mentioned, when survivors are not performing any action - moving and entering/leaving lockers not included. Though one minute is far too short - sometimes survivors need a moment to heal up, etc. I think three minutes is a fair amount of time.
- Remove idle crows from the dying state. Survivors can't be punished for sitting still when a killer leaves them downed. Besides recovering and/or crawling to a strategic point, there is no more they can do (if they cannot pick themselves up without the help of a perk).
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I like an idea shared in another thread on the forums: something like five candles in the basement, and the flame goes out for each totem cleansed. Also, buff Small Game to show how many totems have been cleansed or remain.
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@sad_killer_main said:
I believe you can only hear the phase sound outside her terror radius If I'm not mistaken.
Correct.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1593353#Comment_1593353
Imagine the Clown just jumping into the hatch and getting stuck.
Accompanied by his pallet stun sound.
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Giving oneself a decreased speed to repairing, cleansing, and sabotaging for simply helping others. Hilarious. As if this perk wasn't already garbage enough.
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The global inventory would take away some of the weight of prestiging a character.. but not all (you obviously lose all your perks too). Refunds should be at least 50%, seeing as some of them have little or no value but you're forced to buy them to complete the web. Also lower the cost of all items in the web by 1,000 each.
Perks should also be able to be sorted and filtered, not just searched. Loadouts would be great too!
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I wanted to revive this thread, as months have passed and Borrowed Time has not been changed. It can still be denied its one and only function. Devs, please rework this perk to either always trigger, or at least trigger based on a killer's proximity.
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@NekoGamerX said:
everyone who uses urban evasion is not urban evasion and hiding in corners some are still do they objective gen totems heal other when needed.
Just by having the perk equipped at all, you fall into the stereotype. And even if not, this was observed with my own eye. I despise this perk!
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Do you play without a UI or something?
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While they're fixing the description, maybe they could make the perk useful too!
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Respectfully disagree. The hex has been cleansed; therefore, all associated effects should cease. Ruin is already so powerful.
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It was considered an amazing thing when four perks were made part of a bloodweb. It probably needs to be bumped up to eight (considering whenever you buy one, the entity eats the other), and lower the cost of all purchases by 1,000 BP each.
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Serious bug that needs immediate attention.
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I agree with slashing the cooldown and lowering the activation time. I would not want a token system, as the perk is already so situational.
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Loaded into The Game upstairs, immediately found by Bubba, downed by his chainsaw and watched him go for about 10 sweeps around my body. BHVR wants me to play against that?
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Perhaps a more fair compromise is only seeing the killer's aura within eight meters as basekit. Giving away the other survivors' locations is a ton of intel, that I'm not sure could be justified to provide for free. Then, what do you propose Kindred would do instead? Maybe do the invert of Borrowed Time; give the rescuer the endurance status effect?
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@Breque said:
https://forum.deadbydaylight.com/en/discussion/comment/1568940#Comment_1568940
I am a survival main and no we dont have enougn to do as
I started to sto doing gens and chase the killer because it come boring always do gens
Someone's been watching too much Cheeto. Username please, so I can lobby dodge you as a survivor?
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Visionary in its current state will be used for nothing but the adept achievement. No one is going to run a perk just for seeing gens.. on a cooldown. Even for an indoor map. Seeing the intensity of a generator's completion is a great buff idea.
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The pallet interaction issue is definitely a bug. Nothing should stop a killer from breaking pallets.
As far as the person's hook timer being paused, did you happen to check out their perks after the match? They could have been running Camaraderie:
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Remove all audio while phasing; show her to survivors in spirit form phasing (or something like a 'wisp' of where she is phasing); and make both scratch marks and blood visible while phasing as part of basekit.
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Something tells me that there aren't even 20 pallets on any map. But I can't find any data on the wiki concerning the number of pallets on a map.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1561653#Comment_1561653
stop trying to blind at the exit game then I hate it when survivor do that just get out.
It's a scoring category? The killer is always more than welcome to push survivors out of an exit gate.
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@Jack_TheJolteon said:
You are also only pulling them out of their power. If they have ears they'll find you wether you blind them or not. It all depends on the killers experience of the game for how rewarding it is. Though you shouldnt exactly abuse the mechanic as it can get you killed the higher in ranks you go
"Only pulling them out of their power" - without a cooldown, as stated in my original post. It literally got me killed at an exit gate, in a situation I otherwise would have survived the match. I was in no way anticipating a Legion in frenzy to be slashing me for normal damage due to an - unanticipated - successful blind.
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@Psykoala said:
I'm with Kind_Lemon on this one. If they think a combination is broken, I would much rather have it only reducing the stagger, without any speed boost at all, no exhaustion perk anymore. It's too situational as an exhaustion only and broken as a combination - so why not make it a perk that only reduces the stagger penalty on drops? Would be such a unique and fun interactive perk.
You have to see how taking away the exhaustion aspect of BL would break it in chases - especially in conjunction with an exhaustion perk. Given the right map (you guessed it: Haddonfield), it's right back to an infinite status.
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His chainsaw cooldown is extremely broken; I have yet to escape a grab once by going into a locker to avoid it.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1559626#Comment_1559626
doesnt mean a single perk should completely counter a killers power. I would agree that it should drop less blood orbs + ONLY after you got hit atleast one time but completely no bloodorbs is a horrible idea.
But Plague can prevent survivors from using a handful of perks related to healing and medkits... seems legit.
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No need to name call, but yeah I'm pretty baffled this perk has never been nerfed or reworked from its current function. Plus, its function hardly makes sense in light of its name. I feel the opposite effect would be more reasonable: for doing a generator alone, gain an increased speed (maybe around 10%).
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@Psykoala said:
https://forum.deadbydaylight.com/en/discussion/comment/1556828#Comment_1556828
The point is, that on many chases you don't even get to use it - while the other exhaustion perks have much easier access. Sprint burst and dead hard are about timing but can be pulled anywhere, you'll usually always make it to a window with lithe (instadowns aside) - but Balanced? Very situational, only some tiles allow for it to be used, some Maps might even have only one hill to trigger it. Think about Shelter woods - The perk is a completely wasted slot if you don't know the precise way to trigger it on the tree. It NEEDS an additional bonus to be "balanced"
I feel that is a risk the BL user assumes, unless they burn a map offering. As for the other exhaustion perks, they aren't necessarily guaranteed in a chase either (Lithe or Head On being caught in a deadzone, etc.). The same could be said of many, many perks in the game: that they may not have a chance to be utilized even once in a match, all dependant on circumstances.
On a somewhat related note, Shelter Woods has long been in need of a rework - even if it's just putting one hill for Balanced Landing.
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@Diggly said:
https://forum.deadbydaylight.com/en/discussion/comment/1557054#Comment_1557054
From the sounds of it, still you. If you sit in lockers for extended amounts of time, you are a potato teammate. It is as easy as that.
The killer was right outside the locker the entire time. Sorry you're not getting it still!
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@Diggly said:
So you want to remove literally all counterplay with the perk? Gee sounds fair and balanced to me
The counterplay is becoming exhausted afterward, like every other exhaustion perk.
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@doitagain_ said:
If you’re in a locker long enough to get crows, you’re a potato teammate.
Not if a killer is sitting there waiting for you to come out. It's happened to me before! Who's the potato now?
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Touché! One-time use only, however. Guess I should have been more specific. You got me good though! 😉
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Name one other exhaustion perk that has any function while exhausted... go ahead, I'll wait.
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They don't have to. Cross-play can be turned off in the settings.
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Don't worry, I have problems with Left Behind and Sole Survivor too. Perks that hinge on being the last person left/letting teammates die.. not good for the health of the game. If you have rework suggestions for them, I'm open ears!
Well, it's meant to be a strong end-game perk, and the perk is called No One Escapes Death... just none of us are happy with how that executes. A large speed decrease for end-game only, that can be negated, seems balanced to me. But I'm again open to other suggestions. As long as it has nothing to do with the exposed status.
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I'd strongly disagree that Blindness is not a good status effect, particularly for solo survivors. It can even disrupt SWF.
Perhaps both status affects?
