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JoaoVanBlizzard

JoaoVanBlizzard

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JoaoVanBlizzard
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  • @KolbyKolbyKolby said:

    Some people want to play the game how they like, just because you bring an offering doesn't mean people should feel forced to farm, it's kind of boring to do and killers don't really suffer for bloodpoints as it is.

    One of the biggest problems the DBD has is that the players want the killers to play the way survivors like it, in my opinion the killer has to play with all his strength, and the developers improve resources for the survivors to reduce the chances of the killer doing things like the camper for example, like, DBD is the only game I know that has people making rules to play, which I think is ridiculous, people should play how they want, but the game is fair too your mechanics

  • @TeabaggingGhostface said:

    Id like it if you gained a token or two when you safely unhook a survivor

    Initially I was going to suggest unhooking the survivors safely, but I believed that we cannot always save survivors in the match, especially in matches with random survivors, this happens a lot to me when I try to win tokens for "We gonna live forever", someone unhooks the survivors before me, hehe , so if I get on the hook and I get saved it's a guaranteed token I can use to heal myself if the killer has nurses calling for example

  • Oops, I wrote wrong, I was answering a friend that day :P

     

    answering your question, even though Distortion has stealth functions i use it to gain aura reading info from the killer, plus i'm too lazy to bless totems, and they don't seem to work on me ,hehehe

  • @Altarf said:

    It really should just be a Scourge Hook perk instead of an Obsession perk. Buff the duration to 60 seconds rather than 45 on top of that, and you might have a good perk on your hands.

    I'd like to thank you and everyone who wrote their opinions, it seems like all of us together (even if indirectly) got a buff for perk and it looks like it's going to get more usable now, even though it wasn't my idea, at least they got interested and tinkering with the perk and at least now the deathslinger has a usable perk =)

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720860#Comment_2720860

    I think there are enough distinctions between the two to still justify running distortion.

    Shadowstep needs to be set up while Distortion works automatically when its condition is met.

    Shadowstep, you need to be in its effective range while Distortion activated anywhere.

    Shadowstep doesn't tell you when your aura would have been read, while Distortion does, giving you intel on what aura reading perks the killer has. Sure you can guess if the killer has BBQ, but Distortion can tell you outright. If a killer hooks someone and Distortion doesnt go off, you now know you don't need to waste time hiding in a locker when you could be working on a generator.

    Exactly, and there is that Nemesis perk of reading aura from the surv that only this perk would nullify, this part of giving information has helped me on several occasions, and I use it a lot.

    however the developers decided to give one more token and that already makes me satisfied, I'm glad they paid a little attention to this perk =)

  • @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703449#Comment_2703449

    Yes, I've already thought about this type of idea, like, give protection when healing as you mentioned, it would be a wake up bt, other ideas like healing fast, or when lifting someone you carried the perk to read the killer's aura as if it was Mikaela's perk that has a stock of use, but the developers want the perk to be that way, the problem is that it's too useless, my idea was to make it bad, but with some use you understand? but I preferred ideas like yours for example =D

    You remember what I said, a lot of people criticized mine and look at the nice buff that the developers gave to perk, I almost laughed to know that while people criticize the ideas I have thinking they are insufficient, the developers take a long time to just add 4 seconds to perk, I can't trust these developers anyway.

  • @tesla said:

    I have an idea:

    • Reduce the current killer stun duration to 3 seconds
    • The skill check now gives the survivor a 2 sec boost
    • DS deactivates after the last gen is popped

    The DS doesn't need nerf, it's just you not being a tuneler

  • @Grandpa_Crack_Pipe said:

    Isn't Distortion just like

    obsolete now that Shadowstep exists? Most aura reading is either predictable enough to avoid or so frequent you'd burn through tokens like I burn through fries.

    I thought you were going to say that, you are too predictable

  • @Crowman said:

    DS skillchecks are already not affected by killer perks that influence skillchecks.

    are affected yes, at least by the Doctor's madness

  • @Akumakaji said:

    I understand that DS is sometimes needed to counter tunneling, but as always, a lot of players nowadays will use it sorta offensive, ie run circles around you and try to bait you into downing them.

    I sometimes think that the 1min is pretty long, for it punishes even killers who don't tunnel, if the survivors misuse it, and on the contrary punish ALL survivors, because if I down someone 30s after they were unhooked or something, I will leave them slugged, because they could have DS, wasting everyone's time.

    And there was one very frustrating situation, were the last survivor on the map was on the hook, unhooked himself via Deliverance, and I downed him. I had a bad feeling and didn't pick him up, but I had to hook him on the hook closest to the gate, so he crawled out. One meter before he got out I picked him up and got hit by the DS and he escaped, just like that.

    I felt quite cheated out of a fairly won kill, but I mean, it sorta was his build, I guess, so I can't complain too much. Still, it felt pretty aweful seeing him crawl away with nothing that I could do about it.

    What you're saying I agreed with the old DS, because the surv could make a generator and if the killer took it, it still had DS to use, it was very strong, but now this 1 minute is only valid if the surv isn't doing it nothing or if he is chased, so I think the changes I mentioned are fair

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710808#Comment_2710808

    Actually Madness does affect it.

    Perks don’t, though.

    I think madness affecting it is fine, it affects all skill checks except hook struggle afaik. Whether DS even needs to have a skill check at all anymore is questionable though.

    I disagree, the DS skillcheck is too small, it doesn't need to be affected by the madness no, before the nerf I agreed but now it's unfair that it affects a player who isn't speeding up the game and is getting the killer tunnel

  • @Akumakaji said:

    Just to be clear: you guys are complaining about the skill check you have to land in order to get DS off, right?

    I mean, I know that its supposed to be a hard skill check, but isn't this check sorta balancing the perk? It literally gives you a chance to get off the killers shoulder, when you should be surefire sacrificed. That's the purest definition of a second "chance".

    Granted, I don't have that perk unlocked for myself, but I have seen plenty of videos of it in use.

    I think like this, the perk is to use, imagine a situation where you go to base and you are saved by someone who doesn't have BT the killer drops you and you miss the DS and it puts you in and the same surv saves you, the killer will take you down because he knows you have no BT effect and even if you have DS he won't activate, so it's a guaranteed kill for the killer

  • @TheMadCat said:

    I think it won't change the reason players complain about IW, which is losing Survivors during a chase. If you nerfed IW, players still won't use Off The Records and Self-Preservation.

    Maybe, but I still think using WI for stealth is a huge benefit to perk in the hands of skilled players.

  • I've thought about it several times, but they wouldn't improve the communication system claiming that solo communication should be through perks, like bond for example, however, on the issue of power division between swf and solo players, they could do, that in swf they had some disadvantages, like slower generators, the killer could move faster on the map, have better surv detection information, things like that, I think it would help make things less unfair, I know it's not enough, but still an idea.

  • DBD is the last game you would need to take seriously, as even what's in the game makes the game unfair to both sides, the stretched screen is a problem, yes, but that's just a part of it, we know the game is full. of possibilities of making someone win a game without deserving it, in fact I don't even know if there is a win or lose in that game.

  • @Chocolate_Cosmos said:

    a) So you want to change to like "hide yourself from Killer for X seconds while Killer is carrying someone". Well it would be probably more usefull than the current version but I think it would still be unpicked, unpopular perk because it is still very situational. It would personaly not make me play this perk at all even if I wanted to play around Killer & carried Survivors.

    b) This is a big no from me. Againts most killers this would be even more trash than the current version of the perk and it would nerf one allready bottom tier killer making his power even worse (Trapper, allready lots of counterplays btw) and it would nerf Hag as well. Why? Why making perks that are removing or nerfing like 1-3 Killer powers and for the rest of 20+ Killers do absolute nothing?

    it's like you said, there are people who wouldn't use it, but against other killers it could be strong, that's relative, the same thing happens with Feng's Technician perk, or Leon's Bite the Bullet, Jake's Calm spirit against Doctor would be strong perk because it nullifies one of his powers, but it's a perk that no one uses to play seriously, but it's nice to have perks with different utilities and see them work well, at least I like it.

  • I compare DBD as a repeated horror movie, when you watch it for the first time it scares you, but if you're watching it for the tenth time the fear is gone because you already know the plot, that's pretty much it.

  • @MoronicBeing said:

    Two perks that already screw up hit verification for killer, those perks actively punish the killer for not making a mistake. Why not nerf Dead Hard but you did nerf Mettle of Man? at least with M.O.M. you weren't actively neglecting the killers game client. not saying you should nerf D.H. just that if you are going to have one anti-tunnel survivor perk, why not all of them? I've been playing since 2016 and even have some of the early exclusives and legacy cosmetics to prove it, never second thought any of your decisions except this and why Trapper gets no love.

    The "Mettle of Man" had many advantages:

    -Guaranteed an extra state of life without needing to be cured

    -Guaranteed activation in most matches

    -All survivors who had the perk would easily activate it in matches

    -The penalty of having the aura revealed didn't overwhelm more skillful players.

    -It was easily used as a combo with other strong perks.

    The problem is that they didn't know how to nerf the activation of the perk, which left the perk practically useless, and only used for players who want to play with activating it.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703738#Comment_2703738

    Why?

    That part of We're Gonna Live Forever doesn't makes sense

    It would make more sense to be on Buckle-Up

    If I were to change we gonna live forever, I would increase the maximum number of tokens to 6 (totaling 150%) and you would also gain token every time you manage to heal a total of 1 life state, healing faster from dying state doesn't really combined a lot with perk, and "Buckle up" needed adjustments like that, but didn't receive

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/300703/rework-idea-for-buckle-up-ashiley-perk

    I think that turning buckle up into a soul guard for your teammates would be the most interesting thing to do with the perk (especially if you combine it with we're gonna live forever or for the people).

    Yes, I've already thought about this type of idea, like, give protection when healing as you mentioned, it would be a wake up bt, other ideas like healing fast, or when lifting someone you carried the perk to read the killer's aura as if it was Mikaela's perk that has a stock of use, but the developers want the perk to be that way, the problem is that it's too useless, my idea was to make it bad, but with some use you understand? but I preferred ideas like yours for example =D

  • @dspaceman20 said:

    I think the best way to change it is to make I an exhaustion perk. When you pick up the you both gain the haste status effect and it won't work if your already exhausted.

    Blood pact already does this (and without exhaustion), besides, survs don't always want to use exhaustion on these occasions, maybe this function would be more of a problem than it helps, but thanks for commenting

  • @Chilli_man2400 said:

    2 suggestions

    1. when healing a survivor from the dying state all negative status effects are removed
    2. when within 8 meters of a dying survivor they can fully recover from the dying state

    Your ideas are very good (better than mine by the way) but what I think is that when developers create a perk, even if it's bad, they want it to be that way, the problem is that the Buckle up is beyond bad it's useless, my idea would make it look like a kindless slug, where you could know where if the killer will step away from the surv or put him on the hook

  • @RaSavage42 said:

    I have been thinking that it needs to boost healing dying Survivors

    Take that part away form We're Gonna Live Forever... I think that's the perk

    Yes, it's true, even when we gona live forever had this buff to raise faster survs, I even mentioned that this buff should be for the buckle up, the idea I'm suggesting is to make the buckle up look like kindless, but to see the distance of the killer in relation to the surv in slug by the intensity of his aura, so stealth killers like wrath and ghostace, even if they were close, we could see their presence

  • @Chilli_man2400 said:

    Still wouldn’t be good needs more to do. To make it good enough

    I know that, I've thought of better ideas, but I think about this function in slug situations, which would make the perk useful situationally, as it's a situational perk I put blood points as a pretext for people to use them, note: I had forgotten to put it there before, but in addition to seeing the aura of the killer you see the aura of the exit gates for any escape you may need.

    One thing I'm sure, if the developers were ever to buff this perk, I'm sure the most they would do is increase the range that you can see the intensity of the auras and the time that the survs see the killer's aura, I doubt it. that they would change the perk too much.

  • I thought about the scourge hook idea, but developers are unlikely to want to change the perk activation system, so I'd rather add extra functions to the perk than change the way it activates, but I'll admit that scourge hook would make this perk a lot more interesting in build.

  • @Altarf said:

    It really should just be a Scourge Hook perk instead of an Obsession perk. Buff the duration to 60 seconds rather than 45 on top of that, and you might have a good perk on your hands.

    I also think, maybe in the future they'll reorganize the perks, but in the meantime, I preferred to respect their functions

    about the time, i preferred to add the extra 12 seconds that the generators block, increase it to 60 seconds only, it would unlock the generator if a surv blocked the gen when the perk effect was over

  • @GentlemanFridge said:

    You mean Off the Record?

    True, the automatic broker screwed me, thanks for notifying me

  • @Phasmamain said:

    Honestly it will always be a worse iron will imo

    I also think, but Iron will doesn't work if the Killer drops you, this perk works even if you're down, the idea as I explained before is to make it useful if the killer drops you as soon as you were saved from the hook and doesn't want to catch you right away so it doesn't get hit DS or Flashlight save, and my idea will make the killer lose sight of him on the ground, but I reckon it's a weak perk, but I doubt the developers will rework it, at least a buff, as i'm suggesting

  • @Leatherface1990 said:

    Iron Will alone&+DS+DH/Sprint Burst is just better. This is a problem there are JUNK perks and no one is going to use them. The game is balanced tho.

    I know that, but not all perks people use for a more serious game, it's just that I thought of them in slug situations, not to be seen by the barbecue chilli or deer stalker, or not to be tracked by blood or moans, I I am aware that few people will use it, but there is a lot of perk that they move and no one uses it anyway, I just wanted to leave this perk with a reason for use.

  • @RaSavage42 said:

    The effects are similar to other perks why would they do that?

    it's the same as asking why they created a healing totem boom, when there are a lot of healing resources, what changes is the timing of use, although I think there is a lack of creativity on their part.

  • The Final Resistence

    -If you safely unhook a survivor you gain 1 progression point up to a maximum of 3 points.

    -When you take a hit from the killer, you consume 1 point and that hit is scored as a protection hit.

    -if you have 3 progression points, if you take a real protection hit when healed, you will lose all points, but be wounded without state effects or instant down.

    -you won't get any more points after unhooking 3/4/5 survivors

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/297313/we-100-need-built-in-anti-tunnel

    Fine - then we also need built-in anti-gen rush. Make Corrupt Intervention basekit

    Hmm... I agree, it's fair, I even thought that the survs could have goals that unlock the generators before starting to use them, it could be according to the kileller he faces, an example, if it were Slender (yeah just example folks) would need to find the 8 pages on the map so the generators can be fixed, I don't mind that there are things like that, as long as it makes the game fun and less boring.

  • @FreshCoal said:

    Either make decisive strike basekit or something because the amount of killers that just turbo-tunnel and follow you for 12 seconds after an unhook for a free kill is getting on my nerve. Just played a game where the same teammate farmed me twice and I went from a 1 and a half minute chase for the first hook only to have the killer get the second and third hook stage after 30 seconds. WE NEED BUILT IN ANTI-TUNNEL.

    I've always been against the fact that the killer needs to be kind so that the survivor can have fun, I've always believed that both sides need to face each other with all their strength at all times, but I see a need to have something native in the game that reduces the camper. and the abusive tunnel, just as I think there shouldn't be an alert when someone is taken off the hook, this should have been a perk and not something given for free. but I think what it could have was a kind of native bT and not necessarily a DS to keep us from getting off the hook and already falling for the killer.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636871#Comment_2636871

    Yeah but they could adjust this perk to be more line with the old ruin because there's just isn't really any place for this perk at all. I doubt even beginners would constantly fail easy as hell skill checks that you'll need help from a buddy aside from maybe their first time repairing a generator.

    Maybe they could do that, but it would give the perk an extra function, not that it was a problem, but I don't think that was the idea, because the old ruin no longer exists.

  • @Myla said:

    Perk would be okay if it was a year ago when Ruin had a skillcheck that people couldn't hit lmao.

    It wouldn't work, because the old ruin needed to be great skillchecks, this perk just fixes wrong skillchecks turning them into good skillchecks, using this perk on the old ruin would still regress the generator, it just wouldn't blow up the generator.

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526137#Comment_2526137

    Yes but on any map if they are SWF they all divide up on the map in four directions you wil lose a HUGE amount of time and chances to get anyone, that isn't including the fact they can find items on the map as well only way to counter this is iron maiden and I will obviously have to become crazy toxic in play style and perks to deal with this lol.

    Swf will beat yourself without perk, the developer doesn't make these changes thinking about who play with friends, but for players who play alone, and that's the biggest mistake, I think they should put voice chat for everyone in the game, and balance everything on that basis, otherwise the game will always have these complaints from the guys.

  • If the key has nerf, it's only fair that the gen rush increases, after all, it's annoying to have to play all the games now always with the same goal, and not have an option to vary, not to mention that killer has bad, pop, devour, thinkerer that if you only have 2 surv and 3 gens it is almost impossible to finish all gens, so I think this balance needs to be put in this situation

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/282462/i-think-the-third-seal-deserves-a-better-buff-see-my-idea-d

    That's not a buff, that is a huge nerf. But love the thought to a underrated perk.

    It's actually a Buff, because now the killer doesn't need to look for survs anymore to activate the perk effect, they just have to try to read auras for the effect to start working, I noticed that some people didn't understand the difference, I think it was because I I put that the effect would start 10 seconds after the aura reading, I should have simply put it on immediately when reading auras, it would be easier to understand.

  • @Miles said:

    I would change it so it aplies Oblivious.

    The developers' idea is that this perk causes blindness in survivors, and it will be used by players who want to use this function for some purpose, in the old days of the "obsession object" it could be useful for trapper and Hag players, for not reveal where they put their traps, the problem is that they needed to find a surv to activate the perk, if it was automatic activation as I suggest, blindness is not such a bad thing, the problem is the advanced SWFs that play in communication, for those this perk may have a less consistent use.

  • @indieeden7 said:

    I've never understood the consensus that Third Seal is a bad perk, against a team of solos, it can be completely nuts.

    I don't think perk is bad either, the problem is that it's of dubious usefulness, with my idea, the killers could already use perk thinking about what to do to get better use of it

  • @Harold_Shipman said:

    Personally I think it should apply its blind right from the get go. as indieeden7 said, I don't think its a bad perk. It can just be pretty situational. Would be good to see it synergies with other hex perks by hiding them from detectives hunch/maps/counter force right from the start of the match.

    Actually I also thought about the idea of ​​working once the match starts, but if the survivor starts Cursed they will know that the "third seal" exists before it has the effect. over the 10 seconds, I agree that I didn't need to, the effect could be immediate.

  • @Phasmamain said:

    The perk is fine imo and a great combo with plaything now

    Nice, what Killer do you play?

  • The idea is good, I've thought of ideas like that, but in a less complex way like: if the survivor stays in the "dying" state for more than 2 minutes he has the option to get up on his own, after all, if the killer didn't he was on the hook because he didn't want to, besides, if he wants to find a surv on the ground that uses the deer stalker, the perk exists for that, if they don't use it it's because they don't want to and they lose the right to complain.

  • @Friendly_Blendette said:

    Grabs are already annoying enough to get we dont need a perk that outright removes it.

    I see a lot of Killer grabbing the hook at least around here, as well as Killer players who've already talked about the difficulty of grabbing, and there's that "Monstrous Shrine" perk that penalizes survs that try to escape the hook by themselves since it is It's hard to get out at 4%, and still it's not even a strong perk, I don't think the buff I suggested makes even one of those perks that are so used, much less OP or goal.

    thanks for comment =)

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397003#Comment_2397003

    The problem is people's mindsets.

    People will say 'You used <x> perk, so you did not win right!' or 'You did not play well; the perk did all the work!' or 'You were losing until <x> perk won for you!'

    The problem: None of that is true. Survivors don't win when 5 gens pop. Killers don't lose when 5 gens pop. Until Survivors leave the match; they have not won. Perks are MEANT to do specific things; if a Killer or Survivor makes it work & they win, then they won. Period.

    But people will continue to say 'You did not win because <x> Killer/Perk is cheap' instead of 'What can I do to not lose next time?' since they don't want to accept that they lost. Their ego screams 'It was the Perk/Killer that did it! Not skill!', so they come onto the forms to scream that whatever killed them should be nerfed so they can play as godly as they know they are in their heart of hearts.

    NoED is not Op. Nor is it cheap. Nor does it 'reward failure' because a Killer has not failed until he cannot kill you. As long as a Survivor is on the map; the Killer has not failed to kill them.

    This arbitrary 'We won at 5 gens!' mindset needs to go away, and I bet almost no one would whine about NoED anymore. Because the mindset is inventing a flaw with the perk that DOES NOT EXIST. The Killer was not losing, and has not lost, just because 5 gens popped, or the exit gates open.

    He only loses once Survivors cross the threshold to leave the map.

    Exactly, the guys are psychologically affected when the noed activates because they want to open the exit gate and run away, and the killer knowing this will go to the gates to get them, this is normal, if you compare with the "Devour hope ", which has a similar function. The survivors seem to be much more concerned with purifying his totem than noed's because they know they need to do this to continue the game, when when noed activates they would only need to open the gate and escape.

  • In fact, the problem is not even Noed, what happens is that anything that clearly shows that the player won because of that and not because he played well ends up generating revolt on both sides, and honestly speaking, in the current state that the DBD finds itself, it has a lot to fix.

    But I personally think that the noed is not part of them, I think that being knocked down by a chainsaw at the beginning of the match and being chased later is still much more boring than a noed, because there's nothing to do if the killer wants to stand in front of you until you die on the hook.

  • I play on PC, but when I played Killer, I used to base the time I was going to play, like here where I live, at night there is a lot more SWF playing than in the afternoon, so at night I use builds that delay the game and give me a chance at the end of it, so perks like corrupt intervention and noed for example work relatively well in these situations, now in the afternoon that the SWF in smaller amounts, I already build some simpler builds, I think perks like noed, people use it occasionally and not because of the platform they play.

  • The idea is interesting, but that would be against the Generator Lock functionality, an idea I had about DMW , it would be two things:

    1-When a survivor is making a generator and it passes 80% it is blocked even if it doesn't leave the generator

    2-survivors do not receive notification of perk activation.

    the problem with DMW is that it is very situational and notifies the survivor that it is in use, maybe if the perk caught them by surprise it would make it more attractive, but your idea was good, what could have was an automatic regression like Pop goes the wease before the generator locks, that would also be a good thing

  • I'd prefer that I didn't need to escape alive to get the crown, as long as I didn't disconnect from the match, the way it is can even generate enmity between Survs and Killers, and it's not cool to happen

  • It depends, who is more experienced says that the game is favorable for survivors, I think it all depends, if you play in swf or with unbalanced matchmaking, everything influences the game, I'm the type who thinks it needs to be fun for the two sides, as both killers and survivors need each other for the game to continue to exist

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