ItzNobody
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Rip my post π ain't nobody interested in Micah Bell I guess.
Appreciate the response @Zeus they can totally get away with a nerf if they compensate with a buff at the same time. That can work ππ
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Ya went Wraith with Distressing, Monitor and Abuse, Coulrophobia and Victroyphobia. Discussion ovah!
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Use whatever ya want, but if Calm Spirit be looking like a snacc then feast away.
I do like that we get more and more reasons to run Calm Spirit. They making that perk just a tiny bit better without buffing it outright.
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Perhaps he would growl upon being stunned, roar after his Mori, and shout Stars if the Mori were to be on a Stars member? *wink wink*
As for the Cosmetics, I had in mind a battle-damaged outfit where his arms are revealed, similar to how he is presented when he wields a Rocket Launcher.
As for alternative looks, we have to include his naked torso look topped with an increase of tentacurs on his arm as you guys suggested, from the original RE3 of course. Another idea is to give him his original black torso look also from the original RE3, just as we got a Classic Ghostface skin we should have a Classic Nemesis, complete with the stitched eye heh.
I don't know about weapon skins, his weapon would be his fists similar to Demogorgon's claws. I should mention, upon charging the Evasive Encounter ability, The Nemesis performs an animation where he raises his left arm and a tentacle protrudes from his palm, similar to Demogorgon opening its mandibles. This would provide a visual feedback to the Survivors, allowing them a heads up and a means to counter the Nemesis before he activates Evasive Encounter. Of course, The Nemesis could use this to his advantage as well if he aims to disrupt a focused Survivor from looping him in a chase.
I mention this because as the killer you would see both arms along with the animation of him dropping his right hand away from view while extending his left tentacle. So tinkering with the appearance of the tentacle in small ways like adding spikes to it, or perhaps giving it a corrupt form courtesy of the Entity, could be a few ideas to get creative for possible cosmetics.
Either way, glad to know you guys are interested!
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Nein, in fact dare I say Mindbreaker and Cruel Limits would still be considered weak perks. In my opinion it is not the numbers that need buffing, it is the design of the perk as a whole. Mindbreaker and Cruel Limits are passive perks and their power is outside of your control. This is why most players prefer the more active perk Pop Goes the Weasel rather then the passive perk Hex:Ruin. You could make the same comparison in regards to a higher use of Bamboozle over Cruel Limits.
This is not to say passive perks are weak, but the effect generally have to be weaker than a more active perk. An active perk demands a requirement to be met for the power to be earned, whilst a passive perk would work on its own without your assistance in theory.
I have made posts regarding Cruel Limits and Mindbreaker myself, if it is okay with you I could share them here to give you a more detailed explanation as to how I feel these perks should be changed.
Lots of perks in Dead By Daylight do not see much use, this is not to say all of them are weak or bad, but it is clear some perks are more reliable and favorable than others. In bitter honesty, the top tier perks need to be nerfed if our goal is to increase the usage of the other perks, but that would have to come with desirable buffs or reworks towards the disregarded perks as well. No one wants their power taken away without compensation after all, but this is only an option if the drive is to balance the perks as best as we can.
One question about Surge, I feel that is the Demogorgon's best perk and is rather decent at that. May I ask why you feel the need to change it? Not that it is unwelcomed, just curious to know π
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I have not forgotten about this post, far from it. In fact I have added and improved on a saved draft post for this fan made chapter. I am fleshing out several perks and yes, there will be multiple Survivors in this chapter, just like there was on the Stranger Things Chapter.
I would like to know how people feel about the Killer's power currently, as I have tampered with it in minor ways to sort of keep it fair and fun to play as and against. Feel free to let me know, or to ask anything you would like in the comments!
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This... is my BOOMSTICK!
So TL,DR: Ash's perks were meant to counter the meta and he needs a face-lift or redesign.
The year is 2019, movie theaters were open, bats were the new gourmet in China, and people still whined and complain about the dumbest things in politics. Dbd had finally addressed Decisive Strike after years of allowing it to carry the Survivors with a free let-go mechanic to a degree that Rancor was looked at as a Decisive Strike counter. Let that sink in.
Now Decisive Strike helps all users, not just the Obsession but oh no! You realize Killers may begin to slug the unhooked Survivors instead, what do you do? Lucky for you, we got a fresh piece of man meat right around the corner ready to make his debut into your game with his charisma and awesomeness. With his addition you will bring in three new perks to add to your game, and now is the time to address that slugging meta you fear for.
Buckle Up! Rewards you for rescuing a slugged slug.
Flip-Flop! Handle yourself and wiggle out freely to punish being slugged.
Mettle of Man! 3 basic attacks will be the bane of their existence, baby.
But then you realize, Mettle of Man is too strong versus the weaker killers, and you forgot that Unbreakable already exists thus making Buckle Up and Flip-Flop mute perks. Now we have a conundrum in our hands, nerf the new Meta of Man and reap the rewards for the massive money gained from countless Ash dlc purchases. Cha-Ching! As you fan yourself with endless cash and forget about your troubles, you feel satisfied for taking the kings advice in the end. That's right, shop smart. Shop S-mart.
Also, the man looks like Bill Clinton and George Bush's illegitimate son. Fix his face π€£
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I'd say we do the opposite and play Ash more frequently. The more often we face him, the louder the voice will be to fix him.
On the flip side, I love Ash Williams so this is a huge plus and makes up for his Mettle getting nerfed last year. He's currently the strongest survivor in the game and truthfully, it fits with the lore. The man has survived countless years of apocalyptic events, whats one killer compared to an army of deadites, demons and monsters?
Buff his personal perks, Flip-Flop Buckle Up and Mettle of Man as well. He needs the buff, but for now...
HAIL TO THE KING, BABY
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No Mither needs jeezuz π€£ but I got ideas for the other perks.
Distortion should allow you to gain Tokens through Safe Hook Rescues.
Wake up needs a rework, something like you charge the perk after being in the Killers Terror Radius for 30 seconds. Once activated, when you receive a Basic Attack you reveal the Killer's aura for 5/10/15 seconds.
Thoughts? π€
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@CheeseAnton I love Steve but yea, his perks need help π₯ although Second Wind is my favorite and a very underrated perk in my opinion. Babysitter is a fun idea and I recall arguing that if Off The Record gives you Iron Will and Distortion for 8o seconds than Babysitter should have the numbers buffed to at least 20 seconds, but oh well.
The problem with Babysitter is it will always be inferior to Borrowed Time, so perhaps a rework may be in order? But as to what Babysitter could do, I do not know. I like that it has more than one effect, revealing the Killer and hiding the Injured Survivor, but the effecg for both are too short and don't help much.
As for Camaraderie, may I suggest a rework as well? The perk is meant to represent taking abuse for your friends, yes? Here's my idea!
Camaraderie:
When you take a hit to protect a Survivor, gain a 5% Haste Status Effect for 10/15/20 seconds.
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If you are within 12/14/16 meters of an Injured Survivor, they gain a 5% Haste Status Effect.
Thoughts? π€
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Thanks for the input! I would like to mention I also made a post a while back based on a proposed change for Remember Me if you guys are interested? Feel free to check it out!
Remember Me used to be my favorite obsession perk when the Nightmare chapter was released π shame it's no longer as effective. Perhaps give it the bonus effect of regressing Gate Opening progression back to zero if the Survivor does not open it all the way? It would prevent the 99% Gate progression if that were to be implemented.
Thoughts? π€
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@Avarice10 Not a bad argument there, but maybe test the waters first with a ptb. I like your idea but perhaps the community might think it is too much, so it's probably better to test it first. That is, if it does receive a change in the future.
Fingers crossed π€
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Thanks π
Yea the idea was to keep Buckle Up in tune with Ash Williams' perks, which seem to show a selfless support for his friends. MoM gives him added resilience and strength if it means looking after his friends, and Flip Flop is meant to help him wiggle out of dangerous situations. I believe Buckle Up should be the median of the two, a perk that is a risk-reward type which allows him to enter dangerous situations but with a great pay off.
I'm in favor of having new content, but I believe first we should look back into our current content and see which ones are in need of a change. Here's to hoping Buckle Up is on that list for the developers!
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Bump!
Interested in knowing if others are intrigued by my idea now that several months have passed π
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Bump π
I am curious to know if any players are interested in my post now that Forced Penance has been with us for a number of weeks. Please don't let my post d- I mean don't be shy and leave a comment π
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Just wanted to come back to this post in the hopes of receiving any response for the developers / Bhvr, I want to say I helped inspire Cheryl Mason's perk Soul Guard as it shares some similarities with my Buckle Up buff idea. May I get a response and possibly a reward? I'm kidding... about the reward, just a thank you would be nice assuming I did help inspire Soul Guard by any slight chance.
Please devs? Please?
ππππ
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Personally I enjoy how Blood Warden is an active perk rather than a reactive perk, and it can punish overconfident Survivors for remaining within the realm when they should have escaped.
Neat idea for Remember Me, I made a suggestion myself if you mind looking into my discussions for it.
On an unrelated note, why is it my perk buff/rework suggestions are hard to gain attention but others get it right away? I hate this because this curse follows me around in all forms of media π no matter my voice someone else can repeat my idea and get the message out on a wider apsect. Feels well... not wanted man lol.
Sorry for the sudden sad bit, but your ideas are interesting to look into. I don't agree with Blood Warden but fancy Remember Me and really, you should keep sharing more ideas in the hopes of seeing them implemented some day π
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- Dead Weight (Survivor Perk)
You feel confident and reassure those you save that everything will be alright.
When you have healed other Survivors for the equivalent of one Health State, Dead Weight activates.
While Dead Weight is activated, the next time you are put into the Injured State will reveal the aura of the Killer to your allies for 20/25/30 seconds.
"It's alright, you go on ahead. I'm not gonna die on you, and leave you in a cold, cruel, Carlos-less world." - Carlos Oliveira
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- Perfect BioWeapon (Killer Perk)
- You become obsessed with one Survivor.
After hooking the Obsession, Perfect BioWeapon activates for the next 20/25/30 seconds. While activated, hitting a Survivor with a basic attack will place them onto the Dying State.
The perk deactivates if the Obsession is killed or sacrificed.
All Survivors are given the Exposed Status Effect once a Survivor has been downed at first use.
"Have you-Have you ever seen anything so incredible? The data on this would be worth millions!" - Nicholai Ginovaef
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- Viscous Intent (Killer Perk)
- It pleases you to see your prey cower in fear as you feed into your ferocious nature.
When an Injured Survivor escapes the chase, Viscous Intent reveals the aura of all Survivors for 10 seconds.
Viscous Intent has a cooldown of 75/60/45 seconds.
"You see? You're learning. The only life that matters is your own." - Nicholai Givonaef
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- Cold Blood (Killer Perk)
- You abhor seeing your prey step closer to their escape and feel a need to advance.
Damaging a Generator or Breaking a Pallet will grant you a Haste Status Effect of 3/4/5% for 15 seconds.
"I must admit, I respect your tenacity. But I'm afraid our games end here." - Nicholai Givonaef
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Thank you guys for the feedback! If I may ask for one request, if you guys could check out my first idea for Cruel Limits and comment on what you think about that as well that would be great. I do take the feedback in, even if I'm just a fan I do believe the developers do give a look at our suggestions sometimes so it helps to share ideas as well as to provide feedback when we can.
Here is the link for my first post, again thanks for responding and you guys aren't obligated to check my first idea either. Deciding not to is fine with me. Of course if you have more ideas or comments to share please do so. Thanks!
https://forum.deadbydaylight.com/en/discussion/167499/cruel-limits-perk-needs-to-change/p1?new=1
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@Dreamnomad You could see it that way, the difference being the Legion does well in attacking a group whilst the Nemesis does best in 1v1 chases.
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Interesting, in my opinion Second Wind is fine as is and is quite underrated in my eyes. It is a good alternative to Inner Strength, has amazing synergy with perks like Dead Hard, Off The Record, Breakdown, and We'll Make It to name a few, and is the best reward for altruistic tendencies. If I may, I would like to add a few tips to Steve's Perks as to why they need to change.
Babysitter: This will forever be in the shadows of Borrowed Time, much the same as Quinton's Pharmacy Perk when compared to Claudette's Self-Care or Nancy's Inner Strength. Since Borrowed Time is king for safe unhook rescue, Babysitter requires a perk change that involves looking after another Survivor in an alternative means. This will prove difficult as we have a number of perks that do so. Mettle of Man rewards you for Protection Hits, Empathy, Bond and Aftercare allow you to track an ally, Blood Pact rewards you for healing your favorite teammate/obsession, Breakout and Buckle Up reward you for looking after a fallen ally in dangerous situations, and of course Second Wind rewards you for healing others.
Camaraderie: This perk is just odd, the idea of being granted an extra half a minute when an ally is close enough to perform an unhook rescue. If an ally is within proximity so that Camaraderie may activate, what prevents them from committing to a safe unhook instead? I understand this may be valuable in two situations, when a Killer remains in close proximity or when a Survivor may not arrive in time to rescue you. Still, these two situations are quite specific and the former can be fixed with more popular perks like Kindred.
Second Wind: This perk gets a pass for being well enough to be used. Being able to self-heal while in a chase is incredibly valuable and the requirement of healing another Survivor is fair and balanced. Inner Strength may be Nancy's best perk, while Second Wind is without a doubt Steve's best Perk.
I would definitely agree that Babysitter and Camaraderie require a change, however perhaps they should be changed in different ways rather than buffing the numbers or effect they currently have.
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@LancerCain said:
Right now, once it is cleansed, it is gone. so after survivors cleanse it, they can just cleanse everything else with entire safety.
But if the second one is added, it would make them think twice before touching another totem since they do know that the perk is in use and that it is still kicking.
And finally getting a short exposed time after being cleansed it is not OP. so why not just use both?
Perhaps this is not a bad suggestion and should not be brushed off immediately, perhaps let us give this some thought. A hex perk should in my opinion be a perk that one can argue is overpowered or on the verge of being so. This should justify its removal through being cleansed. Hex: Haunted Ground is one of my favorite Hex perks in the game, and I would be intrigued to test how this would work. A ptb would be perfect to perform this, but perhaps we should reduce the Exposed time to make up for the effect remaining in two totems this time, would you agree?
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@NuclearBurrito said:
No. This perk is currently the only perk that applies the broken status effect, and protection hits are surprisingly easy to force.
My current main Ghostface build uses this perk. If you ambush a healer, and unhooker or someone just working on a gen with an injured person in the general area it will proc the perk.
I've had a lot of games where I was able to get all 4 Survivors broken simultaneously and from watching streamers I've played against I know that the 60 second window blocked them from healing when they would have otherwise wanted to.
Interesting. You mind sharing some strategies, such as perk builds or killers with whom you have a higher success rate utilizing this perk with? I have experimented with this myself, but if there is an oversight I would gladly like to approach it the way you have.
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@Levitika said:
I like it! Not only does it create a new kind of pressure with potentially every killer (except Huntress), but it fits (they're overly focused on the task at hand; you have broken their focus on their surroundings). However, it would be almost entirely countered by Spine Chill or Premonition.
Spine Chill is a very underrated perk in my opinion, but I do feel Premonition needs something more to make it equal in value to Spine Chill. As it is, Spine Chill outclasses it in my perspective. Thank you for your feedback, I am glad my idea wasn't too awful π π
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@Toybasher said:
One problem with it is vs a "Sweaty" SWF the Obsession could DC to counter the perk. Don't know why the obsession's death should instantly delete the perk. I get that Remember Me + hatch being shut sucks for the survivor but if the killer wants to bank a perk slot + make sure the last survivor isn't the obsession, he should be allowed to make that kind of decision for a better chance at a 4K after shutting hatch.
IIRC the devs considered changing Remember Me so the obsession dying reduces your stacks by half when Freddy first came out but later decided against it, someone even made a flowchart for it.
https://i.redd.it/rzibvkyijmvz.png
I like the concept of keeping the survivors alive and making some kind of ultimate end-game play with NOED, Remember Me, Blood Warden, etc. by hitting and slugging to gain stacks and never hooking anyone until the last generator pops.
Neat concept either way.
You make a good point and I appreciate you sharing the chart as well as contributing to my post through feedback. I would like to point out that the Obsession's death does delete a number of Obsession perks we have such as Rancor, Dying Light, Play with your Food. Save the Best for Last gets away as killing the Obsession does not remove the perk, only hinders the number of tokens you have to work with if you commit to a basic attack.
That is not to say your point is invalid, I do agree with you in fact. Maybe Remember Me would be better if the perk was in effect despite the Obsession's death. The idea was to mirror Freddy's obsession with Nancy, his number one favorite in the 2010 movie. He tortures her and injures her but keeps her alive, while having no trouble murdering the other teenagers on Elm Street as he clearly favors Nancy above the others.
One flaw Remember Me has is that it motivates the Killer to target one Survivor, which may not be fun for both players if the remaining Survivors focus on Generator progression. Perhaps allow the Obsession to die while maintaining the tokens, but in return closing the Hatch would remove a number of tokens to keep it even in case one Survivor remains? I'm not sure, but I am glad I managed to get other people like yourself to talk about Remember Me again.
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@FellowKillerMain said:
I forgot about this perk... ahhhhh hahha... ahem. Anyways, yeah, this perk is effing terrible. Lots of killer perks suck. I appreciate you making your template or whatever you've done to make all of these posts.
Unfortunately, we don't see many adjustments made to bad perks. Just look at monstrous shrine... who would use that? The effect it has on the match is 100% against the killer. It wastes your time by requiring you to bring people to the basement, then on top of that, you end up de-ranking because survivors undergo less hook actions.
My original idea for reworking Monstrous Shrine was later used for Hangman's Trick, and my post for Buckle Up which you can find in my profile was later used for Soul Guard. I label these as coincidences since I am certain no one would believe me, nor do I wish to take away credit from Behavior (though some aura cells would be a nice way to thank me *wink wink*)
It is a shame, Remember Me was once my favorite killer perk and especially on classic Freddy. It was a decent counter to decisive strike as well before that perk was changed. I believe that we should look back at the perks we have and revisit those that are low in usage, we should ask ourselves why do we choose not to use these perks and are the effect worth their value? I do appreciate that we receive a new chapter every 3 months, but the more perks we receive the more difficult it will be to appropriately change or buff the old perks, not just for Killer but for Survivor as well.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1417916#Comment_1417916
Point is the reworked offered is pointless, not the direction when the perks ideology is punishing those that interfere with the killers chase, he doesnβt need 2 perks dedicated to that effect
You mentioned Furtive Chase, that is one perk I feel needs changing. The effect is there but so difficult to read if it is effective or not, and it has been over a year since we have had Furtive Chase yet an online search can not provide me with any visual evidence of Furtive Chase in effect. The idea is interesting, but I feel as if I am playing with a placebo perk. Do you believe Furtive Chase is any good, and if so could you share some strategies, perk synergy and killers to use it with?
As with the perk ideology you mentioned, I did highlight that in my post. It is an intriguing concept, but I dislike how my Killer perk is ineffective without a Survivors voluntary contribution. It isn't as easy or passive as A Nurse's Calling or Spirit Fury. I do appreciate your feedback and would like to ask, what change would you feel fits well with Forced Penance? Or do you feel the perk is fine as is?
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@NuclearBurrito said:
Make Cruel Confinement great again!
Originally, I added in my post that they should revert the name back to Cruel Confinement. I love the name, it sounds much more fitting and devious, and the name is intimidating and gives a good idea for the concept of what the perk does.
However, I removed that bit because my essay was already long enough, and it is difficult to ask others to read so much voluntarily π but yes, do bring back the old name please! π
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@TraitorousLeopard said:
As much as I support a buff/rework of Cruel Limits, I don't support this change. It just serves to take tiles and turn them into simplistic loops- a survivor vaults the shack window because it's their only option for extending the chase at shack? Now shack is just a braindead pallet loop- remove all opportunities for faking, predictions, moonwalking, just run around in circles till you have to drop the pallet. It goes from a worthless perk to a pretty strong perk- but a strong perk with no counterplay that only serves to lower the skill used in chases. Plus the limitations are laughable- a free token every 20 seconds just for waiting, and up to 3 tokens? You'd always have tokens.
The idea is to always have tokens for reliability, for example I feel Distortion is very valuable but being limited to only 3 tokens makes the perk useless after 3 turns. However, I would appreciate the ability to regain tokens through Safe Hook Rescues, that would encourage more people to use that perk.
Perhaps if Cruel Limits were to be given the same treatment, what would you say if you had to earn the tokens back through a Hook? Would you feel it would be a fairer perk for Killer?
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I understand the comsetics being linked for the Legendary skins, however the only legendary skin we have received is the Lisa skin.
My questions are these:
-Will these linked cosmetic outfits be released as 3-piece outfits like prior?
-Why the change in releasing linked skins, wouldn't 3-piece outfits have 3 times more likelihood to be purchased, with roughly a 33% chance of each piece being purchased? (Example: I would love to purchase the cosmetic for The Executioner, but the outfit being linked rather than free to customize discourages me from buying.)
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@BadMrFrosty said:
A better competitor that could grab the same licensed killers. If it wasn't for the familiar faces in this game like Myers, Freddy, etc. I'd of left a long time ago, and BVHR knows it.
That's something I didn't think of, good answer! ποΈ
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1412658#Comment_1412658
Thanks, I appreciate the compliment. Glad you like the feedback. :)
TBH I think Dance With Me being only 3 seconds is too low, but if it was too much more it might be really hard to keep track of survivors. Like you said, reducing the max duration of your suggested Poised version just a little bit (I would be totally fine with something like 5 or 6 seconds) and making Dance With Me a little bit better, around the same 4-6 second range, would be my ideal vision of this happening. That way I feel like it would let you gain more than just a little distance (you can cover a good amount of distance running at 5 seconds) and it would make both perks decently viable, I would think at least.
I appreciate the response as well, your comments are the ones I hope to receive on my posts. I welcome all comments and feedback, but sometimes there are those that don't have supportive details or perhaps don't properly explain themselves well enough for me to understand their perspective. The same can be applied to me as well, which I am fully aware of, so it is me doing my best so as to not let my ego take place in front of a good debate or discussion.
Speaking of Slippery Meat, that perk too needs to change. I welcome that we get a new chapter every three months, but my issue is that rather than add new perks into the game, perhaps we should try to resolve the perks we have that are not receiving enough use for reasons. Slippery Meat, Up the Ante, Vigil, Wake Up, Pharmacy, we have a lot of perks for both Survivors and Killers that I believe need to change in one way or another. I do not have all the answers, but I would appreciate if more and more people were to share in this opinion so that we may influence the developers in looking into it and perhaps tracking it as a priority in the future.
Thanks again for the feedback π
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1412271#Comment_1412271
Ooohh 61. That's nice, it's not like the active playerbase is full of thousands upon thousands of players at the very minimum, not all of which are busy typing away here on the forums. Not to mention that's a very poorly written poll in our given context, seeing as it doesn't at all reflect on what you and I are talking about. Had you asked me which do I prefer, I myself would've chosen customizable cosmetics.
Just because I prefer them doesn't mean I think they should delete all the cosmetic sets right away and toss out the whole concept of linked sets in the garbage, those ideas aren't mutually exclusive, you can believe both at the same time.
And I never said "forced" I clearly said "had a hand in" meaning that in some way or other they were involved in determining that price, it's their product that they're licensing after all. It could have been as light as a suggestion.
Anyway, I'm not personally invested enough in this topic of conversation to respond in kind to get into a drawn out debate about it. I'll leave it with this: Regardless of polls or however many threads there are complaining about why we can't stick a bunny head on top of a character that wears a hoodie, money talks. And apparently, enough sales are being made that BHVR is pumping out more and more of these linked sets, and I'm personally okay with that, and I would assume that the people buying them are also at the very least okay enough with the concept that they would buy those cosmetics in the first place.
A mixed reception caused by some 61+ discontent players isn't going to be enough to throw out this new concept that has been out for hardly a month and has only barely scratched its full potential yet.
Not_Queen herself also already said not to worry, linked sets are not taking over the shop (or so I've heard) so framing the problem like that's how it is, is either over-exaggerating or just purely misleading.
That's all I've got. See ya.
- Money talks, that goes both ways for the product and the consumer.
- Yes the poll is small, but the huge difference in numbers should still pose am impact. Were we to add a poll for the community to take part in, i'd take my chances that the reaction would be the same.
- Linked sets being around less than a month is more reason to be so vocal against it. Less of an effect to adjust it now then to do so months later.
- It is a shame investment is so rare these days for debates or sharing perspectives. At the very least I hope you know that some people feel strongly against linked sets like I do.
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@Huff said:
I think it should be more in line with Dance With Me. If a killer is stunned they already can't look around and see what you're doing. I'm not saying that Dance With Me RN has a good duration, but I feel like if this perk were to be changed like this, DWM should be extended to match this one (like maybe 6 seconds of no scratches) or this effect knocked a little lower. I just feel like it would be weird having a "no scratch marks" perk that lasts for 10 whole seconds and can be activated only with a stun. The reason I think it's weird is because DWM requires you to fast vault through a window, which already notifies the killer where you are. On top of that, if you don't want an audio notification you'll need Quick and Quiet, and if you want extra speed you'll have to end up bringing Lithe to make up more distance with the no scratches. If you could just get 10 seconds of no scratches just from a blind while a killer is vaulting/breaking something, that seems like it would not only be strong but it would make DWM feel kind of obsolete.
I just don't want a perk to become useless just because another one gets released, kind of like what happened with Slippery Meat and Deliverance. (Not that Slippery Meat was ever a good perk necessarily.)
You make an absolutely good point and drew focus to an oversight I've made. Of all the comments I've received on this post, this one is the best.
Perhaps if I reduced the duration on Poised from 10 seconds to 5 seconds maximum, would that be fairer for Dance With Me? I too believe Dance With Me should be buffed to last 5 seconds rather than 3.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1409970#Comment_1409970
I enjoy this new thing, many people who are wearing these cosmetic sets enjoy this new thing, you can't force a generalization on top of the entire community just because you and a number of particularly vocal others don't like it. It has always been a personal pet peeve of mine to see players mixing and matching cosmetics in ways that definitely don't look good and weren't meant to be put together. Most players are sensible and don't do that because they don't like it either, but some anarchists choose to anyways and it pains me to see sometimes.
I can be on board with you about the Pyramid Head cosmetic, that seems like something you might be able to customize, but I would HATE to see the legion's Robbie Rabbit skin be freed up to mix and match with absolutely whatever (and Legion has a bunch of cosmetics. So I wholeheartedly and passionately disagree with you there. Not to mention, those cosmetics are probably directly under licensing restrictions from Konami, as well as Lisa Garland and Alessa Gillespie for Cheryl, and yes, unfortunately the Pyramid Head one too.
But I see your question and I pose to you this: what's wrong with an artist wanting to see something he created put together in a complete way and used or seen in the way he envisioned? That's a rhetorical question, there's nothing wrong with that.
...As for the pricing, yeah, that steps over a line and definitely takes advantage of the community and nostalgia of the licensed property in question to make a quick buck that's 3/4th's the price of the base game itself. I would agree that's pretty scummy of BHVR to pull that without even providing a quality product (IE, Unique Voices provided for Legendary Skins). Although I have a hunch that you can bet Konami had something to do with digging extra deep into the pockets of DBD's fanbase, they're probably the ones who asked the dev team to set that price point in the first place. ######### Konami.
But pricing can always be changed and that has very little impact on whether or not linked cosmetic sets should exist at all in DBD, I and many others enjoy them. To restate: I firmly believe there's a place for both sets, and traditional outfit pieces that make up an outfit in Dead By Daylight.
For starters I set up a poll on a popular dead by daylight community asking which cosmetics they preferred, it was an overwhelming majority.
-61 votes prefer how cosmetics can be customized.
-5 votes are fine with set cosmetics.
Yes it is my opinion but I do have some support there, I'm not the only one. If you enjoy this good for you, my question for you is this.
What prevents you from wearing a complete uniform from how cosmetics were done before sets were introduced?
Allow me to play devil's advocate here. Yes Konami does not have the brightest reputation, but i wholeheartedly disagree with the belief that Konami forced Behavior to sell their cosmetics as sets. You can argue for their involvement in pricing, but I see them selling set cosmetics as a step backwards. If I want to by one piece of the cosmetics like say, Pyramid Head's head piece, I would be forced to invest 10 dollars worth of cells for a full package and be prohibited from enjoying just small bits of it that I like.
Why force the community to buy the whole set? In theory you would be likely to have more sales if they resumed selling them as they have before, in a 3 piece cosmetic outfit. I am certain Konami would see it that way as well, and as for you arguments concerning the awkward customization for Bunny Legion's, we have Elephant Clown and Warthog Huntress already. You could dislike how awkward some players choose to customize their characters, but one man's trash is another man's treasure.
As if it wasn't bad enough that Behavior requests 10 dollars for a uniform when for 7 dollars you can purchase a chapter which comes with 1 survivor, 1 killer, and 6 personal perks, now we are being given set cosmetics that prohibit us from enjoying it in what limited ways we can. Mind you the simplest form of customization, i.e. color customization is not an option in this game and is instead sold as alternate outfits. Even with the Legendary skin I am shocked to see that price go up to 15 dollars on a licensed dlc that costs 5 dollars just to purchase Cheryl alone, or 7 dollars for the whole chapter. The game does not even go far as to acknowledge you as Lisa, you still carry Cheryl's name and voice. Are we forgetting Ash Williams, a Survivor who was sold to us for 5 dollars which came with a prestige outfit and 3 personal perks?
Why can't we have both the way it was before with customizable outfits? And most importantly, why do people feel the need to argue in their defense for giving us LESS with these sets? Controversial yet honest opinion of mine, we the community are just as much to blame for the mistakes the developers make as they are, because we just allow it despite being upset.
To reinstate, their IS a place for both sets when we had customization, because then you could CHOOSE to customize or wear the full set. Yet for some unknown reason, taking that small hit of freedom away and requesting the same price is fine for some, and I just don't think I'll ever understand how that works.
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@Seiko300 said:
I haven't seen the new cosmetic set but YES, cosmetic sets are now and should be embraced as a thing.
Anyone who says mix-and-matching is gone is purely over-exaggerating. I firmly believe there is a place for both normal cosmetics that you can take the outfit pieces of and mix and match, as well as sets that are only meant to be equipped with itself.
Everybody in the community neglecting the benefits of cosmetic sets: art team or somebody else on the dev team mentioned that cosmetic sets are easier to create and release because they don't have to worry about pieces improperly clipping or not fitting correctly with other pieces. In this way cosmetic sets can be released more quickly and easily than our traditional outfits we're used to seeing.
This isn't a bad thing, it's just a new thing.
The community does not enjoy this new thing, which is why perhaps releasing set cosmetics that cannot be customized, with what limited customization we have mind you, which are already overpriced by the way, may not be a good idea.
I disapprove of cosmetics for The Executioner and The Legion being a set piece only. In fact it is why I refuse to purchase The Executioner's cosmetic despite loving the look thoroughly. I would like to buy it, but the lack of customization feels like a step backwards and very very restrictive in my opinion.
What is wrong with how cosmetics have always been and why force us to purchase a conplete set with lack of customization? If anything I am more surprised that the community is not unanimous in wanting these outfits to be customizable.
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@youarewronglol said:
https://forum.deadbydaylight.com/en/discussion/comment/1406494#Comment_1406494
you get stunned, look at your stupid feet, then the person disappears without a trace, unless they're bleeding
Very true, though you would still hear the sound of their footsteps run off to a certain direction. A flashlight blind does not stop you from hearing them, provided you have a good headset or audio set up. I do see what you mean, this perk would be annoying if the audio on the game were to be bugged, which it usually is.
Would you have an idea to fix that issue, in an imaginary scenario that my idea of Poised would become a real change in the game?
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@DetailedDetriment said:
This just seems like a worse Dance With Me
How so?
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@youarewronglol said:
Sounds annoying
How so?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1406319#Comment_1406319
That's part of the power's premise. The problem that needed solving was never that Survivors could chose not to cleanse, but that not cleansing was a dominant strategy that made her boring and weak. Now it's not, thus problem solved.
Honestly this would have to be put to the test via a public vote to see if others agree or not. I remain unconvinced, but respect your opinion.
As long as the Plague requires Survivors to cleanse for her Corrupt Purge to come into effect, then she will suffer from that. Not cleansing is still the dominant strategy, that has not changed. Granting her one corrupt fountain is a half measure of a fix, something I criticize the developers for doing often.
The Oni and The Shape can hold there own as they can force the Survivors to supply them through injury. The Plague unfortunately does not have that privilege.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1406171#Comment_1406171
Having a Corrupt Fountain to start by itself gives incentive to cleanse since Corrupt is especially dangerous if the Survivors are all broken, meaning it does properly solve the issue Plague had. There is nothing baindaid about the fix. The problem she had of not having access to her power is always solved regardless of meta, the problem of Survivors having no reason to Cleanse is solved as a consiquence of the Synergy between Vile and Corrupt puge and since this is all in her base kit you can evaluate her accordingly and the solution isn't inherently reducing variety.
Contrast Ruin, which was a perk. So no matter how effective it was at solving the problem, it would be useless at helping players that don't have Ruin.
So with that in mind, what problem exactly is Corrupt really failing to solve here?
I replied to this but can't see my response so, that's odd.
To summarize, the problem is not with Corrupt Purge, its with Plague relying heavily on the Survivors to give her the Corrupt Purge. Its a popular strategy not to cleanse versus a Plague, my friends and I often do cleanse because when she is powerless, she is too easy to beat. So we cleanse to make the game more fun for us.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1406131#Comment_1406131
What's Plague doing on that list. Her buff was great.
Her buff is a workaround, adding a Corrupt Fountain does not fix her weakness. Just like classic Hex: Ruin would not fix how quickly Generators would be completed. Give The Pig a fifth Reverse Bear-trap, but it would not fix the unreliable RNG focus her traps function in, or how easy it is to remove the trap before a Generator is completed.
A proper buff for The Plague in my opinion would be to tinker with her Vile Purge power. In her biography, Vile Purge brought an ancient civilization to extinction. However, in-game it merely gives you a stomach flu and leaves you in the Broken Status Effect. In theory, this would be dangerous enough to motivate the Survivors in cleansing themselves to grant the Plague her Corrupt Purge.
Currently, there is no true motivation of cleansing when put against her aside from being completely voluntary. I would suggest adding a buff to Corrupt Purge, granting it a secondary stage that would threaten to put Infected Survivors into the Dying State.
To compensate, tinker with The Plague's Corrupt Purge power meter. Rather than being a 60 second timer, make it so that using her Corrupt Purge itself would reduce the power meter depending on the intensity of her power which would increase the range of her puke. This way her power would become much more reliable in both forcing Survivors to cleanse and granting her the Corrupt Purge ability. While in theory reducing the time she has to use her Corrupt Purge so as to give the Survivors a proper challenge but not too much that it becomes stressful.
Just my idea, but that would fit much better then the simplicity of a given Corrupt Fountain with no apple add-ons necessary.
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@NuclearBurrito said:
It's not that your perk proposal is BAD. It's just that the current perk covers a valid niche and thus doesn't need replacing. What you are suggesting would be better served as its own perk.
I agree, it would be better served as its own perk. Which is something I fear.
The developers often implement a temporary or imaginary fix in place. To persuade Killers from camping, they bring in Make Your Choice. To "buff" The Plague, they gave her one Corrupt Fountain.
I do not want to see good useful perks in this game without analyzing the bad or lesser used perks we currently have and fixing them. The more perks we add, the more we limit our capability of changing our current perks.
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@Alify said:
I... like it, however, I think it would be better if the effect was applied by any stun from the part of the survivor.
I personally would leave its basic idea and just buff it, I once also made a post about this perk and here is what I wrote there:
After a Generator is completed, you leave no Scratch Marks, Bloodtrail, Grunts of Pain, Movement Sounds and your aura becomes impossible to read to the Killer for 16/18/20 seconds.
In fact, the original concept is preserved, but the perk itself simply improves, but your idea is cool and I like it, however, I will repeat, it would be better if effect is applied by any stun. Anyway, good job mate!
Ah, my apologies.
The effect is indeed applied by any stun. I copied some of my description through the Nemesis Perk description, so any stun whether it be through a Pallet, Locker, Flashlight or Decisive Strike stun would apply. Wiggling out however is not considered a stun.
Also, your idea is interesting but the high value it would receive may pull people away from supporting that change. I like it, and I appreciate your feedback ποΈ
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@OniKobayashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1405709#Comment_1405709
He has to be a bit active since his community is growing. I'll be sure to ask him next time I catch him streaming.
Much appreciated, however when I jokingly requested if he may look into my posts his response left me uncertain as to whether he was bothered by my request. In other words, my first impression in his eyes may have been tainted and there is a chance he views me as a troll of some sort. Of course, humor can easily be misheard when it is just text, and there is an equal chance I misread or misunderstood his response as well.
Oh well, his look into my posts would be highly appreciated but I will respect his decision if he decides otherwise and will be thankful for you if you decide to ask or not. Once again, thank you for your input and for considering asking him if you come across him next time. He is very underrated and does not deserve as much hate or negative reaction as he receives for his fair criticisms of the game.
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@NuclearBurrito said:
Think about what your goal is in a chase:
You are trying to stall for the gens to pop. So once the gens do actually pop poised acts to secure your position after the fact, since you can use that time to end the chase for good and hop on the next gen.
And if your not getting chased then you should be on a gen. Which means the most likely reason for the perk being activated is you poping the gen you are working on. In which case you now have 10 seconds to freely run away from the notification and head towards the next gen.
This means it's consistently useful for someone looping and for someone trying to stealth a gen. Even if you aren't getting use out of every single proc of the perk, you should be getting use out of at least 1 or 2 of the procs each trial.
An excellent point.
However, I fear that the community itself may agree yet disagree, as I have do not recall nor have ever convinced my friends of using Poised in this manner. You are correct, it has its uses when you are functioning in a group. My proposed change would be to expand its use so that it may still come in handy while in a chase.
Poised really is situational, and were you to be in control of the situation by Survivor coordination there are still better alternatives in mind. You could use Sprint Burst to assist in both the chase and rushing from one Generator on to the next. You could use Quick and Quiet to evade the Killer while they are stunned momentarily, and so on.
There are two different motives for Survivors while in a chase:
-Those who aim to distract the Killer
-Those who aim to escape the Killer
My version of Poised would in theory function in both ways, but it is entirely subjective of course. My idea could be wrong, and I am certain there are better ways to better improve this perk. But I do remain confident in stating that Poised requires a change of some kind.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1402454#Comment_1402454
Glad to help. Though you did miss one important detail. "during a chase". It isn't really fair to either the survivor or the killer if tokens are being consumed outside of a chase if a survivor vaults a window on the other side of the map.
I did miss that detail, I forgot to add that when I edited the description. Once again, thank you for correcting that π