Karltastisk
Karltastisk
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/648136#Comment_648136
But if you don't use exhaustion (or adrenaline) you're pretty much uneffected am i correct?
Yes but then you dont have an exhaustion perk making the killers life abit easier :P
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Yes i absolutely agree with OP. It should work at all times and the iron will combo would be great against spirit.
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I understand where you are coming from, but alot of these perks is what keeps the game fun. bloodwarden being an example. If you play with a new friend and bloodwarden triggers you are gonna have the OH Shiat! moment. And next time he might ask should we leave to not get bloodwardend? Thats how you learn the game. And thats what keeps the game fresh, not always knowing what you are up against. If they simply get mad and refuse to learn, then thats on them not the game. I can agree that getting no notification when lets say being aura read can be annoying. I feel this is what people have to go trough to get better at the game. You can't expect to be instantly good in any new game you start to play. I just recently introduced 4 new friends to the game and had to go trough this explaining period. And now they all go into lockers for 4 seconds when someone is about to get hooked ;P
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@Tru3Lemon said:
Run rabbit its kinda wierd numbers to be honest i know what are you trying to say this could be a counter for enduring i would say this 3 seconds max and the exhaustion 200% slower why make it like 150% or 130% those numbers needs to be tested im not an expert of this but all youre ideas its very interesting
The meaning of the perk is that if you manage to stun the killer you would add up to 2 seconds ontop of the original stun. So pallet stun is now 4 seconds. DS is now 7 seconds. Enduring would also cut the perk stun timer in half. So instead of a short stun it would be a normal stun on pallets. Tweaking would be needed on the DS stun times, but it comes at a cost reducing how often you could use exhaustion perks. 200% increase in recovery would make the recharge time 120 seconds.
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Yes, that way it WILL always benefit you instead of you having no control, you atleast decide somewhat where :D I truly hope someone with some sort of influence on the team sees this kind of feedback. :)
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@HatCreature said:
Cruel Confinement on paper sounds good but I feel in practice it will be very situational.
Usage Right Now---Tinkerer will let you know where your target is and hopefully you can make enough distance into that area to take full advantage IF there are any vaults. If there are no vaults at that Gen it doesn't work and if you can't get into the area deep enough and fast enough then you can't capitalize on it. If you're not around when a Gen goes off then you get no use from it and that is a wasted perk slot.
My Improvements Before PTB---This idea is taken from Bitter Murmur, after the final Gen is completed ALL Vault locations/windows are blocked for 45 seconds.
My improvement is the same thing Bitter Murmur has, it has it's uses with each Gen giving an effect but when the final Gen is done it gives a more powerful effect you can capitalize on no matter what. Right now this perk before the PTB only has a use if you're in the area making it situational and therefore high risk of being useless on large and medium maps. The improvement makes it more useful at the end of the game rather than beginning.
Also it would be better if it was you (the killer) that the radius takes affect from making it always usefull since you might be chasing someone else.
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@Nonfunctional said:
Nope. Being an early adopter of something doesn't entitle you to anything. It's like when places have signing up deals, you aren't eligible because you already signed up.
Don't act like you were forced to play the game prior to the changes. No one chained you to your computer, you knew what you were doing. You accepted it as soon as you did it voluntarily.
0 Compensation.
its not about having played it early. Its about that the grind is changing, drastically. If you went to a store and bought 10 potatoes for 10 dollars, But then the guy after you got the potatoes for 5 dollars. Then you would go back and expect 5 dollars back.
sorry for the bad analogy, But this is the same thing. When they make the grind easier they basically screw over everyone that bought the expensive bloodwebs. So Thats Why they should compensation those players.
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@BadgerT40 said:
Stop asking for or free free stuff. It’s hard ones rly annoying band he and me headaches reading you people complain!
Ironic how you complain about people complaining.
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@Speshul_Kitten said:
I’m actually working on a post that I will put up here in about a month from now. It involves data, tons of math (yay fun) and the most accurate statistics on why players after Legacy should be equally rewarded.
More on that soon though, for now I hope the devs are actually thinking about giving us our own form of rewards/recognition.
I too have hit over to 230,000,000 BP’s btw
I agree, altough it should be something New. The original legacy should never come back, But a New legacy series would be Nice.
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Anything, but the current feral frenzy sounds good to me!
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/635178#Comment_635178
Didnt mean the 3 gen strat..just use unnerving presence on doc and maybe overcharge , the nowhere and everywhere build lol
Then i don't see why doc in particularly could be up to no good with this perk idea :P
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OMG it didnt even oocur to me that this is could happen! I know its early to jump the gun, but holy ######### am i gonna be mad if we get 2 survivors and no killer. If we get 2 survivors AND a killer it's alright, but man this is totally something behaviour could pull off :(
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/634812#Comment_634812
It would still be bad because of how fast a gen can get done..I just dont think the premise is good at all..besides..imagine the shenanagins a doc could get into with this perk XD
I have over 2000 hours in this game 40% of wich as survivor and i have never had the displeasure of facing the so called 3 gen doc. Besides its the survivors fault if he gets 3 gens close togheter :P
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If tinkerer triggered at 75% instead of 85% gen progress and increased it to 30 seconds it would be so much better, maybe even meta.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/633097#Comment_633097
He still get's screwed for it. May not be in points, but he does. : P
Yes i agree. And here’s a post i made about him https://forum.deadbydaylight.com/en/discussion/80399/the-legion-needs-some-work#latest
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@Raven014 said:
Hey, Legion gets screwed for using their power because it's impossible to down anyone while using it.
yes i agree, But Im talking about killers missing out on bloodpoints when using their power. Atleast legion isn’t lacking in that area 😛
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I have a slightly better idea based on OP’s idea.
For each hook. Your mori gains a token. And when using the mori you use one token. And disables the ability to gain more tokens. Meaning if you want all 4 mories 4 hooks are needed (and can’t kill before being hooked once) any extra tokens could grant extra bloodpoints after the match aswell to further incentivise giving survivors a chance.
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@foochill1 said:
The problem here is that you want to "punish". Thats already wrong thinking bro, you want to diacourage the killer instead of punishing him. Thats up to the devs, I thought of this bro instead after the killer hooks someone, their bar go down slower( not gamebreaking slow maybe just 45 more seconds) untill the killer enters a chase, once he enters the chase it goes back to normal
Ehm this is also punishing the killer
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@savevatznick said:
Do gens. Three people on gens when a survivor takes the full time to die means you can concievably do almost all the gens in the time it takes for the killer to catch and facecamp the first person they find.
"Almost" as you say, they simply lack the tools even if they where to never attempt a rescue.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/624865#Comment_624865
Face camping (the ability to prevent an unhook with 100% certainty by blocking the "unhook" prompt) no longer exists. It hasn't existed for quite a long time, in fact.
There's still a chance you can unhook, it's just small.
This is how you completely miss the point and get caught up in technicality's. Facecamping is what i and many others call it because we dont want to say: The killer is standing still right infront of the survivor making it really difficult to save them without getting grabbed. So instead of a long as explanation for this specific act of camping i call it facecamping. This is starting to get as ridiculous as the gen tapping thread, completely missing my original post...
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@Chocolate_Cosmos said:
Campers can and are punished allready.
Let's motivate people to NOT camp, that's better.
How about giving dubble (from 500 to 1000 BP) for hooking action (Sacriface category) when hooking different Survivor that wasn't on hook previously.
Or you can help Killers by adding new thing into Emblems. Let's say that for EACH DIFFERENT (not the last one, but could be allready hooked in match) Survivor that you hook you secure +1 point into Malicious category.
Simple things like that can motive people to leave hooks.
They are not punished by the game only smart survivors. (The rank debuff don't count since there is no reason to care about rank atm.) And i would love to see some rewards yes, but knowing these devs they are more likely to implement punishment (the rank debuff) than any rewards. There is so many things they can do to reward the type of gameplay they want, but have failed to so after 3 years.
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I see noone actually read my posts, im not talking about camping, camping is a legit strat and is smart AND good in somecases, but facecamping (Not the exploit, but standing infront just making sure they 100% die with no counter play) Is not something this game needs or should reward. Rewarding killers for not camping is also something i would love, maybe give them an accumulative bloodpoint gain for as long as the survivors is one the hook and you are 32 m away could be a cool boost. But this flat out unfun mechanic has no place and SHOULD be punished. This would have no effect on normal games since facecamping is not something you do in a normal trial. If you get triggered by a survivor sure, facecamp him to death, but then the others should be able to punish you for it and escape.
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Altough i completely agree he/she needed an overhaul to remove the exploitive gameplay they Need to do more work. Hopefully they will address him/her soon.
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Hmm would think that someone would find this interesting... :(
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@ArrowTheGreat11 said:
https://forum.deadbydaylight.com/en/discussion/comment/622416#Comment_622416
Totems are just as important as generators and the gens notify you once completed. Totems can be done the same way. There’s nothing too OP about being notified when a totem is broken. Maybe not a counter, but a noise notification would work too
That i agree with, because you still have to work for it. In the form of paying attention.
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I think alot of people underestimate blindness. Because they think it is bad, no one really runs blindness perks and add ons, a pig slug with blindness trap and knock out will in many cases keep a survivor downed for several minutes, But i like the idea of reduced skillchecks, maybe even the 3rd person camera can be reduced by 30% while blinded.
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Hellraiser please :)
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@ArrowTheGreat11 said:
https://forum.deadbydaylight.com/en/discussion/comment/619988#Comment_619988
Then just don’t bring NOED and watch survivors waste time by not doing generators
This is as invalid as an arguments can get. Just completely ignoring what im trying to point out. NOED is a perk in the game that i would like to use from time to time, saying that i should just not run it. Is just as ######### of an answer as saying just dont get found when the gens are done or just cleanse all totems as a solo player. A totem counter on the HUD is to OP and anyone that can't see that are clearly biased or simply to inexperienced.
to sum up.
Bad answer.
Totem counter in HUD to OP
Solo players still need a way to get swf info. (see above my and others recomendations)
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Hmm. I haven't played Ash since the two small hotfixes, but before that i could clearly hear ash grunt, wheeze and cough like his life depended on it with iron will while injured. I will have to check this again ;P
EDIT: Ok so iron will does work on him, but he is still so loud when healthy its ridicoulus :P
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it is still better to be good in the few situations you get to use it in than to be completely useless when the rare situation happens :P
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Or gain a sprint burst effect "does not cause exhaustion" that would fit the theme very well atleast ;)
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/619988#Comment_619988
swf has it for free, what now?
Im not here to argue what swf has for free. If that was the case the devs need to bring VOIP ingame. Which is not gonna happen because it would turn the game into a verbal harrasement fest and break all immersion.
i simply want solo survivors to be ABLE to get the same information as a swf team would have, without breaking the game.
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@Avarice said:
I think this is a great idea. My only thought is that solos still won’t know when another player cleanses the last totem. I would maybe add an audio que or something that plays when the last totem is cleansed, so all the players know they’ve all been cleansed.
That is part of why i like my idea. You should never be 100% sure unless you are the one cleansing it. And will keep survivors from being too efficient with their totem cleansing. And if all totems are done NOED won't spawn so if you don't know if the last was cleansed it will ad to the suspense wich is something this game needs to hold onto for dear life ;P
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@Karl_Childers said:
This is a great idea, for real. It lets you know if the rest of the survivors are bothering with them or not. For instance, 5 minutes into the game and you come up to a dull with 4 or 5 scratches, it’s pretty safe to say doing a totem is going to be a waste of time unless you do them all yourself. At that point you evaluate how the game is going and whether you have the time or not. Of course the opposite is also true, you see 2 scratches left and it makes you want to do it!
I would still say even with this implemented that Small Game have an actual counter. Anyone bringing the perk deserves to know if they are all done.
I support that :)
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@NuclearBurrito said:
Just have a unique sound effect play when a dull totem is cleansed that Survivors can hear. This is along with a location indicator.
The Killer can only hear this if they are running thrill of the hunt.
Now this is feedback i like! And think this is also a great idea! (the sound notification)
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/619858#Comment_619858
Noooo, it's not to strong. Why the F are people saying it's to strong? Noone had a reasonable explanation, I always just see "it's to strong" but no valid points are shown.
Also swf has this information for free, what now? Want to take this information away from them? Good luck figuring something out lol
Okay since you can't imagine why it is to strong on your own here are 2 strong valid points.
- Having a totem counter in the HUD will garante 100% cleansing rate against NOED if the team knows how to cleanse totems. They will make sure all totems are cleansed on the last gen or camp the last totem and break it right after it activates. It is basically the equivelent of you as the killer seeing the timer on someone having DS or the progress bar of the last gen that activates adrenaline it is simply to strong. Since you hard counter perks with no effort.
- It will also make the survivors more efficient with their cleansing and searching for totems and not wasting time searching for totems that may or may not be there. making games even shorter than they already are (And last i checked the community wants something to stall the game not make it faster.)
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@Mat_Sella said:
I actually think this is a pretty unique and subtle idea. People who actually care about totem cleansing get useful information, and the people who die by NOED all the time still die. perfect!
That is exactly what i intended with this idea, a totem counter will completely just kill NOED since everyone will know there are X amount of totems left at 1 gen and just cleanse them before the last gen or camp it until it's lit.
That is why i like my idea so much because it does exactly what we want. And that is bridging the gap betwen solo and swf without breaking the game.
Heres 2 scenarios to explain why this is a good change.
Scenario 1:
You are playing swf and find a totem with one gen left. You ask your teammates how many totems they have done. You now know how many totems are left.
Scenario 2:
You are playing solo and find a totem with one gen left. You look at the skull and see X amount of scratches on it. You now know how many totems are left.
BAM! Bridge has been gaped ;P
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@DaS_only said:
And when are you going to know if all totems are destroyed if you haven't done the last one? Running around the map till you found all 5 broken totems?
Just put it into the HUD like the gens and this issue is fixed and never has to be picked up again in the future.
You will not always know, But it will hjelp greatly. Just having it on the HUD is way to strong. This way you will get the information you need if you work for it. Not just for free.
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@venom12784 said:
So when a totem is cleansed it would show how many are left?
It would show on the other Totens How many are left. So if you cleanse a totem with 5 scratches on it. You now know there are 4 left on the map.
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Bonus point!
I also believe if this was implemented NOED wouldn't be considered such a crutch perk since then there are literally no excuse to not being able to cleanse all totems as solo survivor if you dedicate yourself to it.
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I mean, having infinite traps. And 2 active traps at all times (if you’re Good) seems like a very strong buff to me. And keep in mind that if rngesus is on your side, the traps can keep a survivor occupied for quite a while.
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@fluffymareep said:
Lurker would need some kind of downside or token system (like Devour). Having it at the start would probably be too strong. Perhaps the stacks would add %s (25, 50, 75, etc.) off of your terror radius so that survivors may not notice lower terror radius at first. I don't think it should notify survivors, either.
Cloak and Dagger is too strong. You can have both injure and notify the killer and to happen before you finish the totem would make it just a much much stronger thrill. If we had something like this, I could see it as a non hex perk and give the person who just cleansed a totem the exposed affect so that they are a one shot. That way there's some danger to cleansing the totem.
Blinding Strike would be like Sloppy, right? I'm not sure about making it last for the entire time you're injured, though. That seems too strong if you can't manage a heal during that time.
Cursed Treasure could also be a hex or randomly applied to the chests where not all of them would have cursed items. Perhaps it doesn't notify you of the item being curse, but it's a different color from the norm and if you escape with a cursed item, you get additional BP.
Ambushed Prey, so like Bitter Murmur?
Blood thirst: Most Mori perks are either hexes are on one person at the very end of the game. That could be very strong, so I'm not sure. It could also be on death hook, though. I'd honestly like if that was base kit, though, and just rework the current Moris.
On the lurker feedback i agree slowly start to decrease your terror radius would be fine.
cloak and dagger is a trap hex much like haunted grounds hexes need to be strong to be worth running.
Blinding strike is much like sloppy yes, and seeing that sloppy is not OP this is neither and would give some more fun play when your in the dark until your healed countering perks like bond.
Cursed treasure is just a fun perk that will notify you that you have a cursed item as soon as you get in any danger so i dont see why this is to strong either. we have more than enough trash gimmick perks in this game, give me one that actually is fun every game.
Ambushed prey is basically freddies power, but only in a very uniqe situation so no not like bitter murmur at all, its permanent vision instead of 7 seconds, btw bitter murmur is basically just a worse rancor so it needs rework anyways.
Bloodthirst is only active on all survivor death hooks 8 tokens equal 8 hooks if you have managed to do that before the game ends you deserve to be able to mori them, so its trading a perk slot for more bp and the ability to mori when ALL survivors are on death hook. This could be a really good anti tunnel camp perk because you need 8 tokens meaning if somebody goes to phase 2 without getting saved you lose an entire perk.
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@Redcum said:
Wow, a killer who's only counterplay was to hard loop him and gen rush is gone. How sad.
Lol. Every killer except nurse is like that :P
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@brokedownpalace said:
Yeah unfortunately you're going to need to use perks and actual skill to find survivors instead of map wide aura reading.
Why did they remove the down vote button? I need it for this type of sh** :P
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@Mat_Sella said:
Freddy was not fun on either side, i for one, am rather glad about the changes. Goodbye tunnel monster, hello Nightmare.
that is because you don't know how to play him and neither did the person you played against.
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@Nikkiwhat said:
I'm going to really miss stacking my add-ons and Perk Build to slow the game down considerably and then torment/toy with the Survivors. Sure the whole delay to hit them and unable to grab em or hit em on unhooks...but Ive played current Freddy so much I have muscle memory and strategies down pretty well...it....gonna take a long time to get rid of that old style :/
My main concern is that old freddy was the only killer that could "play" with the survivors new one is a standard killer with a hybrid of all the other killers powers. That does not reward you for letting your prey go.
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@Boss said:
I certainly won't miss the 7-second delay & some maps being dark asf.
the 7 second delay mean nothing when you play as the dreammaster :P If you play noobstomper Freddy it can be annoying, but that is a very boring playstyle to me tho.
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@Steve0333 said:
"Always knowing where you where without you knowing where he was. He could be right behind you and suddenly appear infront of you. No other killer gave you this much control and choices in the trial."
Myers can do this to a certain extent and in some ways better than old freddy could. Freddy has a lullabye so you knew when he was near, T1 Myers is completely silent and can appear without any indication whatsoever. Not even players with OoO can see him. The only drawback to a permanant T1 scratched mirror myers is he is slow and his lunge is terrible so he won't win chases. But sneaking up on survivors and grabbing them off generators is never easier.
As i mentioned. Many people will disagree, but we who know, knows there is noone better, Freddy also has permanent invsibility so you never know where he is, just the area he is in. He will see you long before you know where he is. And while in the dream it is so easy to let your target go, and then predict his movement to make him run into you instead of chasing after him.
Myers altough also fun, has no stall. And much more diffulty of finding people after tier 1. And you can't juggle survivors like you can with freddy. You have to chase the one you find.
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gonna play the hell out of him these next two weeks and use all his good addons, since his new ones are mostly crap :(
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@ClogWench said:
It doesn't say it's linked to TR so it's safe to assume it's not.
One should not assume anything about this game :P And if it is not i feel it should to open up for more possible builds.