Hex_iButt
Hex_iButt
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If there is something in my power I feel that I can do, then sure I'll take the fall for someone, especially if they've been hard tunneled. Much as I like escaping, I also would like to save my teammates if they have gone through the same effort to save me.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3247999#Comment_3247999
With regards to Nurse/Wraith it’s not that it’s skillful or not, the issue is it’s a niche interaction between two Killers and an Item. Scrub it out so there’s less to maintain. Then utilize that tech to expand it in a more general sense.
With regards to charges, what I’m referring to is that there are too many charges. Even if it’s situational, something like causing a Killer to drop a survivor is something that should only be useable once or twice in a match without any additional perk/addon investment.
Make it so that flashlights don’t consume charges when shining it (even in the Killers face?) But only consume charges when an event is triggered, or something, but they should not be useable much after a successful attempt.
Sure, flashlight blinds might take skill on the survivors part to learn to perform, but that isn’t what I said.
I said it takes zero skill to look at a wall. And if there isn’t a wall to look into that’s the fault of map design not having enough LoS blockers.
Blood Lodge is great for both Nurse and Flashlight users.
Total suppression of an effect is kinda BS (with Lightborn).
And I still have issues with Franklins charge decay. Franklins Perk value should come from Survivors needing to retrace steps to their Item, not also removing uses from it.
There are plenty of other killers who have interaction options with flashlights in general though, so its not really that niche if you're generally associating an item to a killer's power. Nemmy's Zombies (blinding them so they can't track you), Hag's traps (they go poof), Spirit while phasing (gets rid of her husk, making it a visual indicator that she is phase-walking), and more. They have general usage with a variety of killer powers, but some are going to be less used compared to others; Artist's crows for instance will disappear similar to Hag, but you're better off running out of the crow's line of sight instead. If you wanted to be specific on just Lightburn, then you're buffing Wraith and Nurse, and Nurse for sure doesn't need anymore buffs. Snuff out all of the interactions, and you buff the other killers as well.
Charges are fine as is. Sure, if you make it so they only can proc a certain number of times it can deter bully squads but that's the only real benefit I see from this initially. Even then, you'll see them in the lobby with their flashlights (unless they all decide to run Residual Manifest and all take the time to search chests, wasting their time), and can counter their game plan, so there's no issue that needs to be resolved. And other than killer blinds, I don't remember if using your flashlight on Hag's traps or Zombies count as "events" or not; if they do, then this becomes way too big a nerf for flashlights, and would kill them way more than keys. Even if you're method to compensate by adding a hindered status while flashing your beam on them, successfully adding that debuff to the killer would also count as an event no?
It doesn't take much brain power to make sure you pick up while facing a wall, yes. However, the skill expression comes from making sure you are safe to pick up that matters. Even if you pick-up facing a wall, you can still leave yourself vulnerable to a Flashbang save as you don't need the same angle requirements to perform one, just timing is altered. Knowing that all maps aren't going to have walls, that's where the ability to scour for anyone lurking comes into play. That's where you pretend you're going to pick up, if you have a feeling someone will still come out after searching every corner. It becomes the fault of the killer, not the fault of the map's design if you don't do these things.
BS or not, that's what Lightborn was intended for, so you don't have to think about it at all. Franklin's is meant to punish survivors for bringing an item with them. It's not as threatening as it was pre-nerf where the item would be swallowed by the Entity if not found; sure it would be dead and unusable unless you're running Built To Last, but you still have the option to keep it when you escape if you spend time searching for it. And if it was a common item in their eyes, then Franklin's value is somewhat lost on the killer if a survivor decides to ignore searching for it.
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I'm not 100% sure if the game can even tell if a killer is going up against 4 randos or a team or 2 of SWFs... but any how an idea like this wouldn't be balanced in execution. Survivors would be given too much to work with especially if killer gets nothing to compensate, because there is a handful of really strong aura reading perks.
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I feel like Low Profile fits a really good niche for cases where you end up playing during a time where a lot more survivors potato out and don't do anything useful. Sometimes you just can't rely on your teammates, sad to say, and you want to put on a lone wolf build.
But it's a gamble though with perks like this as you may not be the last survivor standing. You may be the first person dead on hook, or your teammates end up being able to efficiently split up so the killer isn't slugging everyone at their campsite. You won't get as many chances to use Low Profile, compared to Sole Survivor for instance.
I'm not sure if there's much you can do to buff the perk, as it's effects are pretty strong when they activate. I would say maybe getting a bit of a haste bonus (temp or permanent idk), would be beneficial if you needed to get away from the killer and you're in the vicinity of the survivor who got downed, or to help you get to a hook/dying survivor quicker.
Otherwise the 2nd option for a buff/change sounds like it would be too similar to one of Yun Jin's perks. Would be a little stronger too iirc.
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@Devil_hit11 said:
I think the perk should grant a secondary bonus effect similar to balance landing that turns off when your exhausted. It should increase pallet stun hitbox by 20%. This will make it harder for survivors to respect pallets. The killer will need to stand further away to avoid getting stunned. If the killer over-respects a pallet, this allows you to go for another loop as survivor. I see potential in this perk being a popular exhaustion perk for pallet looping.
It's really hard to get value out of this perk when there are a ton of killers who learn to respect pallets, so this is a nice secondary effect that would be nice.
I also do like the idea of any stun activating this perk as well, as it can open up some potential rat playstyles with Blastmine.
The big thing that really makes this perk less desirable to use is the fact that it's reliant on pallets. What happens if you get unfortunate RNG, and spawn into a map with low pallet spawns or your teammates drop all of them? You could run another Exhaustion perk, but then you may as well go for the more general Exhaustion perk vs tying yourself to limited resources. Even though there's synergy you can use with Any Means Necessary, this is also situational to the point where a killer could break any/all pallets to deny you a chance at picking them back up.
I do like the synergy between Smash Hit and Parental Guidance, mostly because when I attempted to use the former I would get injured 80% of the time due to latency or "securing the stun" by taking the hit; the latter perk becomes a mistake eraser of sorts if you're able to get away effectively, but then you're using two perk slots for this.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3247147#Comment_3247147
It's a Killer Power tied to a brought Item. Similarly to how Trapper used to have his Traps permanently disabled via Toolbox, it causes the Power to be oddly disproportionate in use not based on player skill, but loadout.
It would only be abuseable if Flashlights still had their sky-high charges as they do now. Technically Flashlights still are a bit of an odd duck where you effectively get more "uses" based on how inexperienced the Killer is you face, and how much time you've invested in learning animation windows. Capable of performing anywhere from 0-8 Blinds I think? If you could disable scratch marks base, likely the number of times you could "Lightburn" the Killer would be reduced (As in, a successful event would eat away charges, not just turning the Flashlight on)
The thing about the Killer blind mechanic is it's less about survivor skill, and more about if the Killer has been conditioned to look into a wall during pickup, and if they're near one.
I'm more or less annoyed at the saves given that it conditions the Killer to be the kid told to stand in the corner and it still retains the cognitive dissonance of "why the hell can I not close my eyes or look away during this animation".
I'm equally impressed and annoyed at a survivor puling off a save, and wouldn't want to remove the abbility of Flashlights to be used to help a survivor wiggle out, but IMO the whole presentation is silly. (And also the Lightburn particle effects and sounds are cool and I don't know why they don't expand upon that concept)
There's still skill required though with lightburn. Wraith can easily move around to avoid a flashlight beam while uncloaking so he doesn't get stunned; it's not set in stone that he'll get stunned unless you're against a SWF. Nurse, I honestly hardly ever see anyone try to burn her (as they go down in seconds), but with enough reactive thinking an experienced Nurse I'm sure just knows to temper their blinks/be unpredictable. In Trapper's case, that was definitely a fatal flaw as it just held his power hostage. Wraith and Nurse are still able to use their powers, they just have to be patient on when and how they use it.
And flashlights do get more value if you've learned the timing definitely, that's the point of practicing the killer blinds. Going against an inexperienced killer makes this abuseable in a sense, however on its own, this factor does not equate to the effort put in to learn said timing. They're situational items when compared to a med-kit or toolbox, so their charges naturally are not going to go down as fast.
Killer blind is literally skill based. There are plenty of survivors who will point their flashlight at a killer, expecting it to do something while they are running full speed at them and get downed in the process. The best way/time to perform them is to take advantage of animation locks. You learn the animation timings, get in position for an angle, and wait for the killer to pick-up or fake it to lure the survivor with the flashlight out of hiding. Being conditioned to face a wall doesn't work in many outdoor maps if you're out in the open, so you take the time as killer to search your surroundings. If a killer just picks up blindly all the time it becomes an issue where they are not adapting. You learn from your mistakes, so you can become a better killer. Same goes for the survivor side too: you fail the timing/angle or just get caught, then you just have to practice your gameplay more. The only thing outside that isn't skill based that can make or break a flashlight save is latency (which they are addressing soon), and if a survivor is late on the timing a killer can still look away before being fully blinded.
And again, there is Lightborn and Franklin's if you want to not worry/worry less about flashlight saves being relevant in your matches. One perk negates any attempt, while the other eats up charges as a survivor scurries to search for their item on the ground.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/351953/fan-licensed-chapter-concept-fatal-frame
Im only worried about the scourge hook, it would make tunneling really easy.
I see what you mean, I didn't think about it being abuseable if a killer decided to camp a scourge. I just changed it so its hindered vs deep wounds, that way you get a chance to save yourself with the base kit endurance. Thanks for pointing that out! :)
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3246523#Comment_3246523
Less binary success/failure. Additional use in chases. More about attrition (hinder and placement) than purely about if you got downed near a high-wall or not.
https://forum.deadbydaylight.com/en/discussion/comment/3246529#Comment_3246529
Hmm, guess I need to word by suggestion more clearly:
Remove the Lightburn Stun from Nurse and Wraith (This is an outdated mechanic).
Rework Lightburn as a Status Effect that can be applied to all Killers if a Flashlight is aimed at them.
Remove the Flashlight Blind Killer Pickup stun (Killer grasp stun, whatever you're calling it).
Remove the Head Aim requirement for the Lightburn Status.
To reiterate, Lightburn has now been reworked and is no longer a stun, and wiggle escapes via flashlight blinds is no longer a thing.
Questioning how it's outdated? It's still an effective way to stun Wraith at least. I haven't had any chances to use it on Nurse, but I'm sure it's really only kept in as a way to "counter" her blinks. I really don't see a reason to remove this unique mechanic. Turning it into a status just nerfs flashlights and buffs killers indirectly. It wouldn't matter if the killer gets slowed, as long as there's a hook in close proximity; even if there isn't they can always throw on Agitation and/or Iron Grasp to compensate. There's also the fact that a killer getting hindered and having to deal with it just because someone shined a light on them is pretty bad game design.
The status of disabling a killer's scratch mark tracking is also big for what a common item can do, and would be too abuseable. Even if you were to do this in a chase, it seems counterproductive for a survivor when the safest thing for them to do is just keep getting distance. Especially if the survivor is injured; lots of killer mains track by blood vs the scratch marks anyhow.
The killer blind mechanic for saving is 100% fine. Thing about flashlight saves is that timing is key for that stun. There's skill expression for the whole thing, learning when in the pick-up animation to aim away. If you can't get the timing right as survivor, it's just a thing of practice. If you're annoyed at the saves from the killer POV, then you do the method of picking up at a wall or equip Lightborn. You can even equip Franklin's Demise to even knock flashlights/flashbangs out of their hands too if you need to.
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@The_Scarlet_Witch said:
cool concept lots of interesting ideas going on here,
Thank you! 😁
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@jjthejetplane3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245412#Comment_3245412
Pretty much yes, to undo it but fine tune it and make it better. I do see the downside with flashlights v franklins... ive seen an influx of franklin users recently. However, I think that is worth the risk. (balances) Risks of doing it fall on the survivor, and if the killer would like to waste a perk slot with franklins, so be it. I definitely see your point. May need to be thought through more, fine tuned. Could do away with the item completely and just make it base.
Thank you for your feedback :-)
It's also the idea of being tied to flashlights too when they don't really have anything in common with vaulting, along with seeing an uptick in FD users. I would say it would need a little more thinking through, if not a perk a new item may be something (running shoes just to name something random) that can let you do these fake vaults?
Perk is just easier way I can think of lol. Making it similar to Quick and Quiet, Deception, etc. something with its own CD so it makes it a tad more strategic.
And of course! :)
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If I touch Nurse, I'm going to end up letting the survs getting out because I'd be babu levels of bad. You'd have to ask all the killer mains who love the heck out of her and Blight to keep on abusing her.
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@fake said:
Or it would be nice if it could be sorted in the order in which the PERKs appeared. Since there are 3 per character, it would be easier to see where the PERK is placed than it is now.
This is another easy way to sort em out for sure!
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So for the requirements, you're pretty much saying to undo the bug fix? Big downsides to needing a flashlight for this is killers will just start using Franklin's more as their response, denying survivors chances to try out the fake vaulting. Killer POV being in first person seems like it would hinder them more if they could do this as well, losing sight of their chase; not to mention all but 2 (Wesker and Legion) are locked to windows.
If they decide to bring this mechanic in, it should just be a perk.
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@MeltingPenguins said:
Thing is, this one explicitly states 'drop 2 pallets to stun the killer'. Blastmine absolutely is a blessing for just stunning challenges, but this one is... demanding pallets.
I was going against a new-ish Ghostface, but was able to do this challenge tonight after a few matches running Power Struggle, Smash Hit, Windows, of Opportunity, and Parental Guidance. Even brought a med-kit for when I desperately need to heal up.
I'm not a fan of this challenge, it's hard without dropping everything and the killer respects the heck out of all the pallets. I've had to resort to taking hits when healthy, dropping the pallet immediately afterwards just to make sure I get perk value...
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One I ended up using in my last games was Overzealous, Counterforce, Clairvoyance, and Open-Handed just for the totem cleansing challenge in the rift. Ended up the last survivor in the first game, and found hatch, and I had Rookie Spirit on instead of Open-Handed (because I chose a perk at random).
The combo I did for the pallet challenge: Power Struggle, Parental Guidance, Smash Hit, and Windows of Opportunity.
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The only one I'd think about is Spirit/Rin because the Entity is pretty much brainwashing her to think all the survivors are her father.
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3244336#Comment_3244336
Susie's lore is so confusing. Is she the timid girl who Frank had to physically force to join them in stabbing the janitor because she didn't want to be a part of a murder, or is she the teenage psycho who was stabbing shoplifters and cutting up her cheerleader bullies with palette knives? Cosmetics have always created their own stories that don't always seem to fit with canon, but nowhere is that more apparent than Susie.
Wraith would make a great survivor - he harbored great resentment for people who destroyed others' lives for material reasons like money or power, and everyone he did kill was a clear act of wel-deserved vigilante justice. He's only a killer because the Entity mindwhammied him; it's not like Plague or Billy or Twins or Nurse where there was some psychological break or exploitable aspect of their personality that could turn an otherwise innocent person into someone who would start killing indiscriminately. Someday I hope they actually use their alternate universe lore for a chapter where they present reversed versions of existing characters.
Even if its not like a "New characters" type of chapter, it'd be fun to see cosmetics or something for survivors (Ex: Rin gets a skin over X character), to give us a small look at an alternate reality.
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If/when the Mori update comes through, Twins definitely would need a rework. Otherwise I would be down for a Plague rework, make her corrupt purge less clunky to use.
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I wish that there'd be a stasis period where you couldn't take the chance to unhook yourself until a certain time has passed, therefore giving your teammates a chance to respond to come unhook. Slippery Meat and Deliverance would bypass this, being perks specifically designated for getting yourself off of course.
Its frustrating going down within the first 30 seconds of a game, but its more ridiculous with how often people will just try and commit die the instant things don't go their way.
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It would be a pretty minor thing, but would add a little more immersion into the game, help broadcast their personalities/quirks, maybe establish relationships between characters. Doesn't have to be done for every interaction, but I've always thought it would be a nice touch for a survivor to at least throw in a "No don't!" or "Put me down!" when they're being carried.
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Made some minor tweaks to grammar, and moved a few sentences around in The Maiden's power. Otherwise, some input on the thought process I was going for with this chapter:
I wanted to mimic the setting of Fatal Frame, but without making mechanics too obnoxious. I was originally going to include the Wetness gauge feature in the game (makes ghosts attack more essentially), similar to Doctor's Madness, but thought that would be overcomplicating her overall kit. In her current iteration, the killer can be thought of as a mix of Nemesis and Artist with the Shadow-Touched and Guardians. For the Camera Obscura mechanics, the Halloween event pretty much came into play for the idea of gathering energy. I feel like that mechanic can be recycled into more aspects of the game, so using it for an item specific to a killer would be a good fit.
The perks were hardest to think about, mostly in regards to their effects. Originally Yomiko was going to be a perk to be immune to the Blindness status, but changed it because I liked the idea of being a little more safer when Exposed comes into play. Immortal Flower and Ghost Marriage originally had their effects swapped, but I figured an exhaustion hex similar to Plaything would be too oppressive.
Overall, this was definitely one of the more fun concepts I've worked on! 😊
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@sizzlingmario4 said:
Here’s an idea.
Make it trigger only on scourge hooks. Affects all other survivors, not just injured. No cooldown.
I really like the idea of this one getting updated to a scourge perk. Only concern is having to adjust Gift of Pain slightly, but even then I think the Exhaust/Hemorrhage combo is different enough to Hemorrhage/action speed penalty.
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3242717#Comment_3242717
If I talk about waiting 3 months you can imagine that it's not about the shrine but about the release of a new killer and new survivor perks.
Regarding the shrine change,
If there are 8 perks in the shrine, the probability that you will see the same perk coming back will be deliberately higher because BHVR wants players to spend time on their game above all else.
" As a reminder BHVR can act on the shrine and exclude a perk from their random dice roll, but they don't. "
It's not in their interest to give us 8 perks a week because players will spend less time in the game as they get everything faster.
You have no patience while the developers of you are already giving you a lot of gifts.
And for your information, it's not the accessibility of perks that keeps players in the game.
What keeps players in the game is the gameplay and the fact that there is no strong competitor or alternative to BDB.
(Not including funding the game through skins, licenses, and the Rift.)
DBD has this unique concept of generators, perks and hooks, player behavior, that no game can ever replicate better.
I really have a hard time understanding this line of logic... Even if you increase the amount of perks shown in the shrine, that doesn't mean that players are going to spend less time grinding through the game. Like, I bought Head On many months before buying the Plague/Jane DLC, so I can devote my time to leveling the other characters I need to prestige while putting Jane on the backburner between killer and survivor. She will get prestige at some point, it is just a matter of when. Even if we're not talking about the BP investment, the shards come into play still. Your main source of getting them is leveling up your account, which you do by playing the game in the first place.
And I don't see an issue with people getting things quicker. The game is still a grind, and if people run out of perks they can and will just farm items/add-ons on their favorite killer/survivor until a new chapter drops. Even if they're not playing for perks, they could go for achievements, or Adept challenges, or even just play the game for fun.
Patience is key yes, but the game is a grind. As its been said before there's 213 perks total in the game. 2% chance of getting the killer perk you want and a 2.26% chance for the survivor perk you want. And these rates will only continue to decrease as we get new chapters or whenever BHVR gives us a random new base game perk. Should a player rely on the shrine solely for getting the perks they need? No. Because that would be inefficient to trust RNG and spend 2k-48k iri shards on 4 perks in a single rotation (not to mention the value lost on buying perks alone vs using the shards for cosmetics and characters). Should the shrine be expanded upon? Yes. As long as we keep getting more content through full and mid-chapters, and as long as we keep the same release pattern of 3 perks for each new killer and new survivor, the game should get overall changes/updates in its core features to keep its longevity. Shrine of secrets is pretty core, being marketed as an alternative way to get perks, so the shrine should get some QoL update to improve accessibility for a majority of the player base. And adding 4 more perks is a very simple change compared to reworking it from the ground up.
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I really don't see the benefit of dropping a pallet unless the point was to break it afterwards (which a lot of people would do if this were the case). Say goodbye to not only the safety of shack's god pallet, but no tile becomes safe if the killer decides to go throughout the beginning of the map to drop and break every single pallet, creating dead zones that cannot be looped. Windows can only take you so far with bloodlust being a thing.
Even if you were to make Any Means Necessary base kit to "compensate" the issue still stands that a killer who drops the pallet themselves can break it, removing the option to pick it back up entirely. Even if there was a cooldown to it, the killer would just go for the safest pallets anyhow while survivors would just be on constant stealth mode.
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I wouldn't do a charity skin, but definitely a cosmetic item would be a fine enough fit. The Charity Case DLC for instance, incorporated outfit pieces for both sides and were based on content creators; they could do the same for Puppers as well at any point. As much an important figure in the community Puppers is, then it brings up a debate about "X creator should get their own skin too!" as well as moments of favoritism to anyone using the skin (giving them a win or even the opposite where they get sandbagged/griefers/tunneled).
Not to mention putting a real life person into a video game is... I'm not 100% sure how to describe it, but it ruins the immersion.
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@Zeidoktor said:
Does Guardian not do that, anymore?
I think now it just reveals the killer's aura vs both surv and killer to each other.
@Zaika7182 said:
Would be fun to see a perk like old baby sitter that would let you and killer see each others aura when you unhook
For who's benefit is what I want to know. Survivors benefit from Guardian as is now a lot more. If for killer, Floods of Rage is going to be the closest thing if you just wanna see who goes where after the unhook.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241943#Comment_3241943
Then you have another issue, your buffing S tier killers like nurse to have free BBQ info without perk slot wasted.
Kindred is fine the way it is, that is why if you're playing solo quee you should just bring it.
You said killer needs to get something too, so I provided a quick, easy, general example anyone can come up with.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241142#Comment_3241142
that is exactly why it should never be a basekit, if you give kindred basekit to survivors then you have to give something to killer too
I do like how people assume the devs won't give something to compensate a base kit Kindred...
They could add a base kit BBQ as an example if you wanted a killer equivalent.
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I had the same thought, and honestly was thinking we would get Sherry as an outfit. Sheva took me by a pleasant surprise though
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I don't really even see it solely as a SWF thing. If its Bubba who's guarding a basement, I wouldn't want to go for the save when me and 2 other teammates have the option to leave unharmed.
It is unfortunate if they don't go for the save, but I wouldn't count it being that bad.
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@Maxitolliony said:
distraction, healing, no tracks, self res. all unlimited with no penalty's and also going through floors is so balanced.
like people who don't run boons are just throwing since having 4 on all corners of the map is legit toxic since you need to break all 4 and thats wastes so much time and buffs swf.
All limited within a range of 24 meters. Takes time away from doing the main objective.
There's also a very low probability of seeing 4/5 totems blessed up unless you're dealing with a swf doing some sort of shenanigans. Even then, breaking them is optional.
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It's not a common thing, but it signals an "I surrender" in a sense, usually at the end game when there's no way for them to live. Some killers may honor it, but a lot will just take the kill.
Sometimes its just the survivor's behavior, whether they were cute, new acting, or juiced the eff out of the killer.
Sometimes, its the killer sending a message. Had a Deathslinger bring Franklin's just because 1 person (me) brought in a flashlight. And even though I didn't get many chances to get any saves, he still was signaling for me to not pick it up "or else."
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It's usefulness is definitely why a lot of people want this perk basekit to a weaker degree. It's even better paired with Open-Handed just for the extended aura reading effects.
Even if you're not going for the save, you can try to find another survivor if you need to heal OR avoid them completely if its say a Legion or something. The knowledge this perk provides is great.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/3240876#Comment_3240876
Wrong! There's opinions then there's facts! No in between!
Opinion: "I (you) dont think shes trash"!
Facts: Pig is garbage! (This can be proven factually)
See the difference!
You have the opinion part down, but as far as the facts, you're not really siting any sources/data to prove why Amanda is the absolute worst killer in the roster... There are people who have mentioned a good few killers who can be seen as weaker than her by a mile, some even giving plenty of reasons as to why Pig gets off better than they do.
I think we would all benefit if you had something to base your claims off of vs ranting about a playstyle that's specific to two add-ons vs her power as a whole. It could help to prove the argument a ton, otherwise there's an impression that this "fact" is heavily personal/bias from a few bad Pig matches.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3240129#Comment_3240129
You dont need a flashlight to destroy her traps. You just need to think logically and disarm her traps while she is hooking survivors or chasing and crouch when saving.
And yes she gets to trap everything, its her power. There is no other killer in this game that gets their power destroyed like hag's does with a simple click not shine a click of a flashlight or simply running.
Logic goes out the window with Hag, everyone pretends they don't see the pick up animation and keep crouching in the same spot scared vs removing all her traps placed around another trapped survivor. I've never encountered anyone who can play against her properly honestly.
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Pinhead is the worst IMO, chain hunt is just bad. At least give the person with the box immunity to it to a degree so it can end.
Hag is meant to be annoying, and not everyone brings a flashlight in my lobbies, so she gets to trap up anything...
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3239652#Comment_3239652
The Shrine is fine as it is now.
It is not necessary to add 4 more perks.
Wait until the following week to see if your perks show up.
There's 213 perks in the game total right now, and as the game continues with new chapters we get at least 6 more. 3 for each new Killer and 3 for each new Survivor. Then you also have to account for moments where BHVR would add in a new base game perk (like Shattered Hope for instance) at random. Having only 4 perks available each week is not enough, and is brutal to F2P users who don't want to spend extra money and time grinding on DLC if they don't have to just to get 1/3 perks from that desired character.
Simply saying wait the following week just for an 8.5% chance that one of those 4 perks is something you want. Heck its a 2% (Killer) and 2.26% (Survivor) chance for 2/4 of those slots to be what you want. Odds are fairly low, and increasing the slots is a decent enough QoL change that should've happened already.
Otherwise Shrine being reworked entirely is the more complicated idea.
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I honestly think the perk is fine as is, but if it were to be buffed in anyway I would say give you the option to break dull totems as well. The upside to this is if you do come across a dull totem, you can delete the option as a precautionary measure, especially if you know that the boon would be in a relatively safe spot. It's also a weaker way of getting your Pentimento stacks as you'd be searching blindly for totems vs using Plaything and seeing the aura of them soon as they're active and then broken.
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I made one that's tied to a survivor perk for one of my chapter concepts. It's like a portable wiretap essentially, but weaker in aura reading because of its versatility in where you can put it.
https://forum.deadbydaylight.com/en/discussion/349408/chapter-concept-advancements-into-chaos#latest
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I wouldn't say it needs to go completely, reworked for sure with all the dailies. I do at least wish that people with the sabo daily/missions would at least try to make a play out of it vs randomly doing it to every hook they come across...
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You've found some people who actually get their zombies to put in work? That's so rare, all zombies I encounter bug out and get stuck on every tile, even on gens...
Pallets aren't worth dropping on them unless you have Any Means Necessary, but have you tried blinding them? Flashbang/flashlight? That can help keep you from getting tracked so easily by Nemmy.
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Legion is probably my least favorite as I see them a lot more than I see Nurse or Blight, but even then I just endure the match to whatever degree I can, try to get better against killers I absolutely despise, etc.
The thought of dc'ing just does nothing for me. It gets me out of the match sure, but then I'd have to wait to queue again? I'd rather just play it out or die on hook at 2nd stage if things start to look rough and go next.
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I've never really wanted to use DH, because I'm bad with reads and new DH just emphasizes that aspect more vs using it for distance. DS, I throw on for stun challenges now mostly; anytime I've tried to use it as its intended purpose of anti-tunneling I never really got much distance to get away on my own.
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@th3syst3m said:
If a survivor wants to body block after getting unhooked it's not tunneling, it's giving the survivor what they asked for.
Yeah, I go by this mindset a lot. If they want to use their BT in an attempt to null the 1 for 1 trade on the hook vs escaping, I'm more inclined to tunnel at least to down them again. If whoever unhooks ends up stealthing away, it's unfortunate if I find only the injured guy but I can't pretend they don't exist when I come across them.
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I just assumed that you couldn't stack BP offerings that affected everyone with the Arcane Dousing Rods and they forgot to mention it in the event offering's description myself. I've been able to net 50-65k in BP in my killer matches with the event offering and throwing on Distressing and Thrill of the Hunt, even with all survivors being able to escape in the end.
I have seen streamers and flan fly away instead of being used up, so hopefully they're being refunded at least. I'd just recommend using the dousing rods while they're around.
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If not showing all perks outright of the team, I'd at lease have a somewhat discretion feature you can toggle where you can tell people what type of build you're running. Say if you're going for head-on stuns and have a flashlight equipped you can select "Aggressive" as your perk style. Put down "Supportive" if you're running Wiretap, CoH, Reassurance and have a "For Fun"/Testing" selection for people experimenting and "Adept" for people trying to get their achievements.
It'd give people a subtle idea about what perks may be going in, those going for adepts may be given a hand in survival by the team, and you'd have an idea of your team's playstyle that match.
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The one thing I'm not a fan of with this perk is that you see the furthest totem's aura for a short location, but then what? Making the choice to run immediately over there not only can be a waste of time, but depending on your pathing you may run right into the killer. Even if you decide to mark that mental note of where a totem may be, you may not get over there OR someone else may get to it before you do to boon/cleanse it.
Its very niche but very weak if you want to use it as an information perk to go totem hunting.. A buff that would make the aura reveal last a longer duration, anywhere like 10-15 seconds or so, to give the perk a little more help with scouting. Or at least a change to where the perk will ignore boon totems as the furthest totems since you already know their location.
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Something like this and if the perks in the Shrine had a similar choice it would be nice. There's a nice handful of killer I want to try out but don't want to fully commit to to the purchase if they'll gather dust.
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I've always thought about using this perk, and how on paper it could work decently with ruin (if it's still up). An aura secondary for all survivors at max tokens would be nice and different enough from BBQ. To keep some value on the Obsession part, they could become Oblivious for a time maybe?
Exposed would have a similar issue where there's no point if your obsession happens to be that 4th token.
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It happens every now and then where a killer decides they want to play but not play at the same time with face camping, or they're sweating hard like its a comp match. My best advice is to not struggle, just wait out the timer as you're gonna be wasting the killer's time while your team (hopefully) is completing all the generators or at least 2 people come to help to save you properly. If you don't run Kindred, I would say it's a great perk for these situations so your team can all see each other and the killer if close.
Killer side, you can do whatever you'd like. Camping can be an efficient strategy, especially if you have no pressure when they pop a ton of generators,, but if you're not okay with it you don't have to do such tactics.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3225359#Comment_3225359
I would much prefer to have this version back, as it had actual counterplay. Spend precious time to search for and pick up your dropped item, all is well. Current Franklin’s does not have meaningful counterplay. Never getting hit once by the killer is not realistic. It’s akin to the ‘DoN’t GeT cAuGhT’ argument people use against those who complain about hook camping. Plus, we all know current Franklin’s was designed as a bandaid fix to keys and hatch, which have now been nerfed to the ground.
Maybe we can get the survivor version of Franklin’s one day. The longer the killer chases me without hitting or downing me, they will eventually lose their add-ons for the rest of the match. Seems fair and balanced, right?
Yeah, its gonna be very hard to not get hit during the match unless the killer is afk farming, but current Franklin's still has Built to Last as a counter if you do end up finding your item out of juice. Even if you don't have the perk equipped, you just find it if you can, go from there and use it/drop it at your own discretion to keep it from losing charges once again if you care about the item's value.
And there's no way we're getting a survivor version of FD. That pretty much ruins the balance of the game and you'd have bully squads running it just to weaken the killer.