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K139K05

K139K05

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K139K05
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  • And there's even a hook spawn where you can't hook someone. I did report it fortunately, but it's kinda annoying to see on a map with already bad hook spawns (especially with oak (survivor) offerings).

  • Yep, Cauldrophobia decreases the healing speed for downed survivors (if you try to get them up). But healing a downed survivor doesn't trigger skill checks, so the second part of the perk is kinda pointless against downed survivors.

  • I think its effects (including bloodlust) should linger for a few seconds (like you said) after the chase ends. Would still be a niche perk, but at least way more useful.

  • I would assume they are available for both (if both paths have cosmetics like shirts etc.). Unless BHVR wants money (and an unsatisfied community), than it's only for premium rift cosmetics.

  • Do you mean with stack that they can apply at the same time. If yes, I'm pretty sure they do. And as far as I know perks don't reset the 200% CoB speed.

  • I think the main problem isn't that the perk is weak by any means, but boons (mainly CoH) are a better choice. I think a small nerf to CoH's self-healing speed would be fine (make it 35%, similar to self-care). And if they nerf this boon, perhaps more people will use Inner Healing (and Counterforce).

  • I would swap out Hex: The Third Seal for Unnerving Pressence or Hex: Undying. While it's quite good aginst solo queue, Hex: The Third Seal is quite useless against SwF.

  • Fortunately I made a buff for it a while ago, here it is:

    - In addition to its current effects, Boon: Dark Theory reduced footstep volume withkn range by 50%.

    - This effect also lingers for 2/3/4 seconds.

  • I think it should increase every action speed that Resilience/Spine Chill does. Perhaps vaulting speed could be increased too, but only if you're the obsession.

  • I think they don't show this on purpose so there's less lobby dogging.

  • You can also get some naughty flashlight saves while it's active, since you almost completely silent. Or like it was already said, tanking hits is always a good option.

  • Or perhaps apply an -5% action penalty for healing, repairing and sabotaging when they aren't close to each other this would mean that they want to stay together, allowing you to have more pressure by chasing multiple people.

  • I think this perk isn't too bad actually, but it isn't useful once the last generator is completed. So I would make it so once the last generator is completed, all windows (on the map) are blocked for 30 seconds. This would make it more interesting for late-game builds and buffs usually result in more people using a certain perk.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224015#Comment_3224015

    Out of curiosity is there anybody that actually runs Deja Vu and Visionary simultaneously?

    Perhaps there are some, or at least people who do this because it was in their perk randomizer. But like you indirectly said, there's almost noone running this combo. Alternative, the cooldown could be removed completely from Visionary and the aura reveal from Deja Vu could be in a different color.

  • I think a slight cooldown would be necessary, since otherwise you won't be able to see the difference between a Deja Vu generator and Visionary generator. Increasing the range would honestly be not a bad idea, but removing the cooldown completely is.

  • My current build for Meg(oon) is:

    Adrenaline

    No One Left Behind

    Prove Thyself

    Resilience

    Before you think I'm a psychopath for not running an exhaustion perk, listen carefully. I'm usually a Balanced Landing or Lithe user, however these perks might put you in a delimma. Do I vault the window and risk to get hit, so I can active my Lithe or do I just run to the next tile and loop normally. Resilience however works always, increases generator speed by a good amount and overall has a great synergy with almost everything (and also butchers Plague to some degree). No One Left Behind is quite useful if you want to know which gate is being opened whild being in a chase and also helps having everyone escaping. Adrenaline is always useful, helps with getting the last generator done (especially when combined with Prove Thyself and Resilience). Overall this build is surprisingly reliable and shouldn't be underestimated.

  • I think first we need to understand the two main problems: - Hemorrhage reduces the "effectiveness" of Solidarity (much like which Resurgence).

    - 50% self-heal can be quite good with healing speed increasing perks, but otherwise it's not that good (and you have to find a teammate first).

    So increasing conversation rate to 50/75/100% seems quite fine because Solidarity usually doesn't get much value in trails (since you need to be injured too).

    Also I would add a 1 second buffer after completing/interrupting a healing action were you can't lose health progress (when suffering from the Hemorrhage Status Effect). To compensate the change, I would increase the percent lost per second from 7% to 8% (Hemorrhage Status Effect).

  • I prefer a build with a bit of slosdown and a bit of anti-loop.

    - Agitation

    - Fearmonger

    - Hex: Blood Favor

    - Scourge Hook: Pain Resonance

    Fearmonger helps against Sprintburst and also against Dead Hart, which is quite hard to bait as Dredge.

  • I think they could make it more similar to Hex: Blood Favour, but doing so doesn't benefit Hillbilly or Cannibal. So I agree on ReverseVelocity's idea, because this change would make it more reliable, more worth cleansing and actually useful for Hillbilly, Ghost Face, etc.

  • I would add unhooking and opening exit gates, so it's more useful.

  • Here are the results:

    - Double Player XP

    - Daily Login Reward

    - Increased chance for Coal Tower, Wreckers' Yard, Dead Dwag Saloon, Ironworks of Misery, Mount Ormond Resort and Gas Heaven.

    - Community voted Shrine

    All of these things last until 11 October.

    Perhaps someone forget the link, but I hope I could help you.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217897#Comment_3217897

    This I am afraid would promote camping (you loose quite a lot by unhooking for some killers - also unhooker just got huge warning about having big target on his back - another unhealthy soloQ stuff where you suddenly slip into next hook phase too much). Any idea that promotes camping doesn't sound too good to me.

    https://forum.deadbydaylight.com/en/discussion/comment/3217923#Comment_3217923

    Agreed. But when are we going to get that fine-tuned dark theory? I don't want to force my idea over other people, but making it thematic opposite to STBFL (with stacks and obsession and strong effect once fully charged) sounds nice to me. But I am also ok with other suggestions, if they don't break the game in some other manner.

    Well, it wouldn't be as effective as Insidious for example and you still have a Terror Radius. While it might promote Proximity Camping which is not a good idea, it's better than the current terror radius reduction. But unfortunately strategies will remain strategies, no matter how hard you nerf certain perks to the ground (no perk should reward you for doing nothing). Perhaps this perk should disable if you are too close to the hooked survivor.

  • It isn't the end of the world 🙂 It can happen to everyone ;)

  • Am I stupid or did we already had a conversation about Poised? Anyway, here's how I would buff it.

    After a Generator is completed, you benefit from the following effects for 12/14/16 seconds:

    - 2% Haste Status Effect.

    - Scratch marks are surpressed.

    - Footstep volume is reduced by 100%.

  • I honestly would keep the 3 skill check condition for it to activate, but I would buff it the following way: - If you stop a generator from regressing, gain a 10% for 5 seconds.

    Could be quite nice in SwF, but otherwise not too strong or weak (at least in my opinion).

    Note: Should have a small buffer to prevent abusing Ruin and this perk.

  • Here's my idea. I would make it into a Scourge Hook.

    As long as a Survivor remains on a Scourge Hook, your Terror Radius is reduced by 8 meters.

    When a survivor gets unhooked from a Scourge Hook, you are granted the Undetectable Status Effect for 16/18/20 seconds and the unhooker becomes the Obsession.

  • Map Balancing - while some older maps are fairly balanced, the map design team didn't seem to have learned from the past, leaving many new maps unbalanced. So roughly 50% of the maps should be reworked, to make them more fair for both sides.

    Perk Balancing and Luck rework - Currently Luck does nothing except increasing self-unhook odds (which is not very useful). Perhaps it should increase the chances of getting a high-quality item out of chests. Also perks like OoO, Deer Stalker, etc. should receive a small buff to make them actually worth it / worth the slot.

    Killer balance / rework - Killers like Nurse and Blight should have some of their add-ons changed (e.g. Alchi Ring) and their basekit should make going into fatigue more punishing (aka no recovery of tokens during recovery animation). Killers like Freddy, Myers, Trapper, Pig, Ghostface, Wraith and Onryō should receive some love and perhaps full reworks (and also slight add-on changes). Killers like Hillbilly, Deathslinger and Executioner have a mediocre add-on pass, perhaps making it more like newer ones would make them more interesting. If the have rebalanced the map, perhaps changing the killer role in general might make the game more balanced.

    Solo Queue and SwF - To make SwF more fair, they should have a slight MMR modifier (so they get matched against slightly harder killers, increases in intensity the more survivors are in the same SwF). Additionally, Solo Q should have small icons that indicate what your teammates are currently doing (perhaps except being in a chase or it shouldn't count as being chased while the killer is undetectable)

    Accessibility - More things should be made more excessable for all players (base-kit spine chill (only TR indicator) for people with hearing problems), less flashy animations for people with epilepsy, etc.

    Bots and Cheaters - Bots should exist also for KyF, and you should be able to select if they're allowed to have random perks or only set perks (can be changed with a blacklist, whitelist). You should also be able to select a killer/survivor for them. Game limit should be 45 minutes - 1 hour (and not 2 hours), so cheaters holding game hostage shouldn't be so annoying. An improved report system would be neat (that allows you to report someone in-game, so you can actually report someone for holding the game hostage and don't have two wait 2 hours to get them reported (seriously, why do you need to wait 2 hours?). Getting banned should also give a temp ban to all alternative accounts that you have.

  • @Mooks said:

    I am gonna assume you will get all eventually and you are asking for original ones because you wanna get them with shards? And you don’t have any aesthetic preference?

    this would be my choices with perk reasons:

    Zarina has Off The Record which is currently pretty handy for anti tunneling, For the People can also be nice though situational.

    Jane brings Head On - unique and fun exhaustion perk! She is awfully loud though (hopefully that will get fixed when the devs adjust the volumes) - other two perks are… useless?

    Yui has nice team perks with Break Out and Any Means Necessary, if you play oftentimes SWF

    Felix is more suited for beginners with Visionary as a Deja Vu replacement.

    Exactly, I prefer buying them with Shards. Perhaps I go with Zarina or Jane than.

  • The only thing I'm unsure about is Merciless Storm, but the other two should count as 'normal' skill checks.

  • I'm pretty sure it does 🙂

  • Interesting idea, but fortunately I already made a rework idea 🙂


    In addition to its current effects, the screen gets darker (perhaps something like being in Deep Wounds, in terms of brightness). Or option b, the FoV gets smaller when affected by Third Seal. The latter one might be a problem for people that suffer from motion sickness, but at least it's something new.

  • Build for Lucky Break:

    - Inner Healing

    - Lucky Break

    - Overcome

    - Quick and Quiet

    Build for Wire Tap:

    - Blast Mine

    - (Parental Guidance) Any perk

    - Residual Manifest

    - Wire Tap

    Build for Boil Over:

    - Boil Over

    - Flip-Flop

    - Power Struggle

    - Unbreakable

    Build for Reactive Healing:

    - Bite the Bullet

    - Disortion

    - Self-Care (or Boon: Circle of Healing)

    - Reactive Healing

    Built for Any Means Necessary:

    - Any Means Necessary

    - Parental Guidance

    - (Power Struggle) Any perk

    - Smash Hit (or Lithe)

  • @CornMoss said:

    Man this perk is so powerful against good survivors, while yes you are not gonna get many protection hits from bad teams you are gonna roll them anyways (unless they got the Hyperfocus build...). Also on trapper it is extra good because survivors rescuing others from traps will get inflicted with the broken status.

    Try it out for a couple matches on weak M1 killers

    This perk is like you said very good (in some situations), but unfortunately you can no longer pair it with Thanatophobia. It's actually quite good on Deathslinger since shooting a Survivor with the Reedemer also counts as a protection hit (and will trigger Forced Penance, even on healthy Survivors). And because Deathslinger can garantuee a hit to some degree, it's actually quite scary (and also works well against hyper-alrustic SwF, especially on the new PTB).

  • Hex: No One Escapes Dad ;)

  • @Chilli_man2400 said:

    I just played my first game with the dredge and already I noticed a major oversight. The perk was active and Steve vaulted a pallet and it didn’t break I was confused then I realized I was in nightfall and technically I have no TR.

    this is so stupid why design a perk for a killer that takes away the terror radius and it doesn’t work? Dissolution needs one simple change make it work in general you can keep the it only lasts for 20 seconds and it activates 3 seconds after someone is hit but remove that ######### TR restriction. The stealth killers can’t even use the perk!

    And there's Huntress, which got 3 perks that are fairly weak overall (except one, which is okay). She has a very small terror radius, so can't make her work with Impossible Skill Check Builds (result: Hex: Huntress Lullaby is almost pointless on her). Than you've got a perk that makes you undetectable whenever you have bloodlust. Great on a killer who has a lullaby and usually downs people very quickly/ doesn't even accumulate bloodlust. And you have a basement perk... But you're a 4.4 m/s killer. Okay, you have at least a range attack but let's be honest. Much worse than Huntress' perks is almost impossible (Doctor and even the Executioner have better perks, they might be niche but their effects are at least decent). But I get your point, sometjmes Behavior's choices for killer and their respective perks have almost no synergy or even an anti-synergy.

  • @blue4zion said:

    I lowkey hope not, just a personal thing because Phasmophobia big update is gonna take all my time :)

    I agree, two big great updates (okay, one is just a preview and for testing purposes) might be an overkill (and you probably won't have enough time to play both for a reasonable amount of time).

  • @K139K05 said:

    As you may or may not know, VCD (Video Conference Device) is the add-on that increases the passive infection gain by 70%. Meanwhile Green Herbs increases the infection gain by grabbing/hitting a survivor by 30%. According to my calculations, Green Herbs is only better if you can get multiple grabs on the same survivor.

    Here's the proof:

    Wesker: 20 + 1,36 • 59 VCD

    26 + 0,8 • 93 Green Herbs

    If you find any mistakes or have a different opinion on this topic, please let me know 😉🤝🏻

    Note: The numbers behind the • are the number of seconds it takes for a survivor to reach critical infection 🤒

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207743#Comment_3207743

    I guess the question is, hypothetically, if Corrective Action had no range limit and made all survivors ignore failed skill checks, would it be overpowered? If the answer to that question is No then you could literally do that instead.

    It depends. If the killer is playing the Nightmare and is using a hard skill check build it might be, but honestly it wouldn't be too strong if it would be mapwide. But sometimes there are situations where the killer comes to you but you also have a skill check. In these kinda situations, I say it might be too strong of you can fail them on purpose.

  • Perhaps Corrective Action should give you an effect range around you that prevents generator explosions and the accumulated token loss (same as normal, still consumes tokens). Could be leader range or bigger and it should linger for 15 seconds. But even than it still won't be that useful (unless you're playing against impossible skillcheck doctor).

  • Midwich Elementary School never had great hook spawns (at least in my opinion) and still doesn't, even with the different Oak Offerings. Gideon Meat Plant on the other side had more forgiving hook spawns, since you can just drop down from almost everywhere (but sometimes you still have deadzones). Overall, hooks should spawn a bit more fixed, perhaps multi-layered indoor-maps should get more hooks in general, so that normal deadzones don't exists (but there shouldn't be too many, otherwise sabotaging isn't worth it). Also Scourge Hook placement should be improved, not allowing more than 2 Scourge Hooks to spawn next to each other would be a great change and benefits both sides (Now sabotaging Scourge Hooks is more worth it because sometimes all 4 Scourge Hooks spawn in the same area).

  • Usually everything that counts as a stun has a score event called 'killer stun[ned]'. I'm pretty sure Blast Mine hasn't this (I personally don't have it, I can't test it). But in theory it should count as a blind and not as a stun, even though it does stun the killer.

  • @K139K05 said:

    I've seen people being prestige lvl 100 a few times (shortly after the new prestige system released, perhaps some people like spending money for reputation). But now I usually see people being between lvl 10-30.

    Or some people used cheats to get so high in prestige in such few time. But anyway, I still don't get why people would like to be spend so much money (or use cheats) only for reputation.

  • I've seen people being prestige lvl 100 a few times (shortly after the new prestige system released, perhaps some people like spending money for reputation). But now I usually see people being between lvl 10-30.

  • Yeah, but it should by white at least for compatibility reasons then (if it can't be yellow because of blocking). But I get your point ;)

  • @HugTheHag said:

    I always thought Killers saw red auras for survivors/yellow for default map features

    And survivors saw yellow auras for survivors and map features / pink for killer.

    That's correct, since survivors are the "objective" of the killer (and some have default aura reading). For survivors yellow usually means ally, but for killer it's just perk affects generator or map features.

  • @dugman said:

    Continuing a series of threads about the least popular perks on the aggregate site Nightlight, next up is Freddy's perk Remember Me (0.57% usage)

    Remember Me - You become obsessed with one Survivor. Each time your Obsession loses a health state, you increase the opening time of the exit gates by 4 seconds up to a maximum of 8/12/16 additional seconds. The Obsession is not affected by Remember Me. The Killer can only be obsessed with one Survivor at a time.

    Slowing down opening the Exits is in principle not a bad effect. In fact, No Way Out is the #11 most used perk and it likewise slows down the survivors opening the Exits.

    The problem with Remember Me, though, is 16 additional seconds just isn't a huge amount of time. No Way Out is popular largely because it can stall the Exits for a full 60 seconds (on top of giving a useful noise notification which gate the survivors attempted). Compared to that Remember Me delaying the gates 16 seconds, and only for the non-Obsession survivors, with no other effect is very, very weak.

    On the face of it one way to buff Remember Me would simply be to extend its duration to 60 seconds to match No Way Out. (No Way Out would still give the noise notification while Remember Me would still not work on the Obsession so those are kind of a wash.) However, there is a possible problem with that approach, namely that these two perks would then combine to stall opening the Exits a full two minutes which might be too much of a delay.

    I think a more interesting approach that gets around the possible problem of stacking too much with No Way Out would be to make Remember Me do something different from simply stalling the gates. For example, maybe if the Killer has No Way Out then the Exit gates, in addition to taking 16 seconds longer for non-Obsessions, would also regress if left unattended. That way Remember Me would become a possible counter to the survivor strategy of 99% completing Exit gates. And if the gates regress when not being actively opened, that extra 16 seconds becomes a bit more dangerous since it means the survivor has to actually stay on the gen that much longer all at once to actually open the door lest they accidentally allow it to lose too much progress while they are hiding or running off somewhere else.

    Well, I originally would have rework NOED but perhaps the same rework effects could apply to Remember Me.

    Exit gates that are no longer are being opened now regress at 50/75/100% of the opening speed.

    Once on an Exit gate has 90% progress, it will trigger a loud noise notification (can only happen once).

    Note: If it should be too strong, removing the "can only happen once" and reworking it into a hex would be the way to go.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201647#Comment_3201647

    Another approach is you get a noise notification and see the aura of someone in the process of opening a chest, not someone who finishes opening it. That would be kind of similar to Undying where you can see the aura of people near totems .

    But I like the look of the current loud noise notification and if I'm not mistaken, they stay for 4 seconds, meaning you won't be able to see the aura for a short time. Unless they reduce the lingering aura flare-up or make it so that the aura gets shown after the 4 seconds. I actually like your idea, but I could imagine they need to do one of the two ideas or else it would wierd.

  • I like the approach of removing the chests bonus, also this would mean that you potentially get less value out of the perk.

    Here's how I would change it: You see the auras of locked chests at all times (in red).

    When a Survivor unlocks a chest or picks within 32/48/64m, it triggers a loud noise notification and their aura is revealed to you for 4 seconds after the interaction is interrupted (or completed) by any means.

    Hoarder spawns one additional chest in the basement.

  • @Raccoon said:

    Same thing happens anytime something new is announced, characters are released, buffs/nerfs happen, etc.

    It blows my mind how so many people (M Rated game, btw) are incapable of expressing themselves in a manner that doesn't involve talking down to others, intentionally starting drama, resorting to us vs them rhetoric, or just trying to invalidate the opinions of others with whatever loop-de-loop logic they try to use.

    There are quite a few posts throughout the various topics on the front page where such behavior can be readily observed.

    What's the cause?

    It's not a pure forum thing, it's also quite frequent after a DbD match.

    Reasons for them being mean/harassive:

    - You say something controversial

    - People take posts/the game too seriously

    - You say something against the one side of the post/you don't share the same opinion as them.

    - There are also some other reasons. Some people think the best way to release frustration is by harassing/being mean towards others (and perhaps they release their built-up frustration on others, creating an unending cycle).

    Sadly most people don't care about the feelings of other people or don't thing about the consequences of their actions. There are some exceptions, but most of the people are usually mean or harrasive.

    That was one of the main reasons I quitted DbD for more than a half year because this community mostly doesn't care about feelings that their actions might create - they usually only care about themselves. After my comeback (was shortly before the 6.1.0 update), toxicity and harassive people are quite rarely, although from time to time you may find one.

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