Kagrenac
Kagrenac
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- Kagrenac
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Comments
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@Salty_Pearl said:
Head on needs the stun time buffed to 4 seconds and make it have a range indicator.
Yeah it also needs its bugs to be fixed
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@SlinkyJinky said:
Why would anyone care enough to slot Head On in the first place? let alone get any use out of it to warrant caring about it's cool down? This is a perk that is so useless that I've never actually seen anyone use it 'successfully' apart from in the devs demonstration video.
It's helped me get out of the basement more than once.
I want to like this perk but it's just so niche
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@FeelsVeryBadMan said:
It shouldn't have exhaustion tbh. Mainly because it's extremely situational and inconsistent.
I'd put it on like a 30 second cooldown.
I still feel it should cause exhaustion but it shouldn't be put to the same level as Balanced Landing or Lithe
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/470616#Comment_470616
Enduring counter it..
Enduring basically makes it unusable. It's like the older version of the DS rework. No point in using it against an enduring user.
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Open the gates yourself
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@ReikoMori said:
Because exhaustion in general is designed to put a hard time barrier to keep a perk from being used too frequently in a trial. Head-On is a wide area stun coming from a locker. Its a multi use stun at that and lockers are considered survivor hiding spots. Killers have to search them or hear you go in to them to know you're there.
You can't have something like that be available every 20seconds.
Head on is also very inconsistent and extremely buggy.
In practice you'll get maybe 1 stun off per game. The 3 second timer it has before use really only makes this perk viable in the basement or at a completely random time when the killer suspects you're in a locker.
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That's what is was supposed to be.
The perk was initially called 'Last Standing' and it is extremely overpowered. People hack it into the game. By the time 2 survivors are dead they're vaulting 50% faster and can infinitely loop some areas.
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@CashelP14 said:
Personally don't understand how poised is so low. Run it at rank 1 for 5 games and tell me if it still is that low.
Great in chases and after completing gens.
I ranked them based on usage consistency and how powerful it was if it wasn't consistent.
Poised; in my experience isn't really all that consistent and it can definitely be amazing. But chases at high ranks won't really be won by simply not having scratch marks.
It can be good. But not as good as a perk that hides you or helps you avoid/win chases more consistently.
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@NoShinyPony said:
Unbreakable only B-tier? And WGLF is E? Waaahhh 👾
Majority of killers don't slug. If the meta was different it'd be A or S tier
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@NoShinyPony said:
Is this list done with a focus on high ranks?
Overcharge, for example, is good against occasional players but weak against experienced ones.
Yes. At high ranks it can pose enough of a problem to keep track of generators you've broken with the bonus of regressing progress further
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@ThirdSealOPplzNerf said:
Ruin is garbage at high ranks people hit greats consistently and totems get destroyed really fast leaving you with 3 perks slots. And pwyf is horrible too and is in need of a rework.
Not everyone at high ranks consistently hits greats and because you can't rely on teammates to do so this slows the game down until a survivor finds the hex. Even then it gives no bonus for hitting greats anyway so gen time is slowed even further.
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@Kiskashi said:
I don't know how I feel about perk tier lists, it's the combinations that matter to me... like the pharmacy love above though 💖 Plunderers, poised and stake out are also really good but this is your list and I know everyone has their reasons for liking/disliking certain perks.
I ranked them without thinking about Combos. If I did that Dance with me and Quick and Quiet would be upper mid to high tier. RNG perks like Plunderer's and Auto are more likely to be E-tier.
Doesn't mean the bottom perks are useless they're just super niche.
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@SlinkyJinky said:
Why is Head On not in it's own "Freddy" tier waaaaay at the very bottom.
Head on is C.Simply because you can extend chases and use it to get out of tight situations. It's been useful to me at least.
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@PigNRun said:
Tsk tsk. Underestimating the power of Pharmacy.
I do agree it is underrated. It's a pretty decent alternative to self-care. I just feel it's problem is that it relies on chests...
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@Peanits said:
I would imagine that whether you're taking 9 seconds to kill someone or 15, it wouldn't make much of a difference. The amount of time you're saving by killing someone after their first hook is absolutely massive by comparison. Though I'd still be interested to see what y'all think.
"Y'all" I'd never thought I'd see the day
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no. use enduring or don't tunnel.
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Are there plans to buff the lackluster perks such as Streetwise, Shrine, etc.
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Or maybe they're all relatively new players? When you level a survivor you don't have all 4 perk slots.
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They 100% nerfed it because of Billy and Nurse being able to close the hatch and zoom to either exit gate in 0.0001 seconds.
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I'm crying lmaooo
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No.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/457390#Comment_457390
Infinite? Yes.
Time consuming to regenerate items? Yes.
Flashlights:
About flashlights, they aren't that big of a deal imo. If you don't check your surroundings then that's your fault, you got to be careful nowadays. Sorry, not sorry. :(
Keys:
About keys, I don't understand why infinite keys are a big deal as well. The charges are used for aura reading, and if you don't like infinite aura reading then you must hate Bond, Empathy, Object of Obsession, and etc.
I still stand by my suggestion, as long as you have to pay time to regenerate your used items.
It's mainly because of the utility they have with opening hatches. So you can just use it for aura reading all you want until you have a tiny amount of charge left then just not use it so you can unlock the hatch
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Hag is better. Also has better perks.
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@NMCKE said:
How about this?
Streetwise:
Long nights out taught you to make the most out of what you got. Item consumption is decreased by 5%/10%/15% and whenever your item goes below 40% of their charges, it will repair itself at a rate of 1% every 3 seconds.
Infinite flashlights and keys? No thanks. That's insanely op.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/452914#Comment_452914
@fcc2014 I would support the idea of having more perks on the bloodweb at this stage as there are an increasing amount of perks and that would give the option of being able to buy 2 perks per bloodweb, which is especially useful when you hit Level 50 - and I will definitely pass that idea along.
Thank you so much!
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Don't expect farming every game.
Besides that you are getting 5x the normal bp. Even if you do terribly and earn like 12000 normally you get 60000 just because of the bps.
No reason to complain
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@Entità said:
Yes, it needs a buff: who uses Streetwise? At least it should give a 11/22/33% efficiency bonus, like Botany Knowledge.
Botany is that stron because it only affects healing items. Streetwise affects every item
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If they made healing unaffected then it could be buffed to much larger numbers.
With healing as pointless as it is in this Meta; the last thing the game needs is an even longer heal time.
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This doesn't make much sense. It's pointless against gen rush and only makes the perk more annoying
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@artist said:
you know what would be interesting? what if instead of decreasing charge consumption, once you fully consumed an item it turns into the same item but of a lower rarity and fewer charges. kind of like making use out of something even tho there's barely anything left
That's actually really cool...
Turning a green toolbox into a yellow one then to a brown one.
Seems a bit too powerful though
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@Fab said:
Sure.
I just don't know what besides an increase to it's percentage. Maybe make it 15/20/25% less consumption?
The problem is that you also indirectly buff flashlights and keys
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That's just excessive and all that arbitrary stuff just makes seeing how people feel about something that much harder.
I've been wanting downvote back for a while.
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@Sythalin said:
5 perk slots is asinine. All totems need are better spawn locations.
But the over dozen free perks with VoIP in SWF isn't? Pick you battles wisely here.
I'm sick of the "Ruin survivors because of SWF at the expense of Solo players" paradigm.
YOU choose your battles wisely. As a solo player I'm getting sick and tired of the same arguments being used against survivors without a care for how it will affect solo players. Since this game has become so heavily balanced around SWF Solo players have it like hell.
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@Sythalin said:
https://forum.deadbydaylight.com/en/discussion/comment/452234#Comment_452234
Stopped reading at "Hex Perks are too powerful" since you clearly have no idea what you're talking about.
If Hex Perks weren't able to be destroyed. They would be the best perks in the game. THAT is what I mean.
4 perk slots with a dedicated hex perk slot means.
Ruin
Devour
Haunted Ground
Thrill of the Hunt
Any other perk that's powerful.
5 perk slots is asinine. All totems need are better spawn locations.
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As they are now Hex Perks are too powerful for a "Dedicated slot". They would need to be pretty ######### to constitute the killer having 5 perks.
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I run NOED on my M1 killers.
NOED is the best hex in the game for the reason that the survivors don't even know you have it until the game is at an end. A much safer option than any other hex because the survivors have to expect it and if they don't they get punished.
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@SinfulHarlot said:
https://forum.deadbydaylight.com/en/discussion/comment/451365#Comment_451365
I kinda agree with this guy in a way. I mean the grind is only really bad if you try to p3 everyone and get all perks. If this was to be done, it would only really make sense for killer.
If? Getting all the perks is one of the main goals. A lot of perks really help with playstyles and you want as much freedom as possible when setting up builds
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@artist said:
no I like to know if there is a mori or not so I can adust accordingly
The whole point of it being secret is so you don't know
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So you're mad survivors were prepared to get slugged?9
Kobes almost never result in survival unless the gates are already open
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@Boss said:
Suggested before, but not a bad one.
Though i think the Offerings that benefit some/all other Survivors (BP, Luck, spawning together) should still be shown to those selected Survivors, so they know what they benefit from.
Yeah that makes sense. I just hate it when my Vigos is useless because a hillbilly chainsaws across the map and gets super close really early.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/447791#Comment_447791
How is it game changing? With game changing I understand to come out of a really bad situation and flip the table to win. I don't see how spine chill fits into the description.
It has no cooldown and always let's you know when a killer is coming your way. Due to the fact that it can let you stop chases from even happening it's basically a more useful and just overall better version of premonition.
It's one of the best perks in the game.
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Sure. Only Moris I have a problem with are Ivory and Ebony.
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Trapping chests is fine. I don't want the times increased.
That would just encourage survivors to just bring in items so they don't waste time and do gens.
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@Chaotic_Riddle said:
I believe that Killer was debunked as being a fake made up by someone.
It wasn't made up as far as I know. There were icons for a power, addon and perk in the game files before the Nurse was released
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No
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There are more scoring events for some killers than others
Legion has more scoring events than Nurse, etc.
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Autodidact
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If they ever decide stop balancing around SWF, Billy and Nurse then maybe.
Those 3 things have ruined so much about this games balance.
I really don't doubt they nerfed Remember Me because of Billy and Nurse being able to get to either exit gate in less than 6 seconds
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I only get annoyed when another survivor gets on the gen. I can hit greats pretty consistently but I don't trust anyone else. Pisses me off when another survivor misses every great.
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@Judith said:
You are always found when you spawn close to a killer?
Not always. Most of the time I just spawn closest then sneak around and be immersive so they avoid me. Only problem is I don't run immersion perks because I'm an aggressive player so it's a little easier for them to find me.