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Karltastisk

Karltastisk

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Karltastisk
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  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/405374#Comment_405374

    Make it keep the cooldown but work on any survivor? I like that.

    It would then be activating enough to be worth it. Plus, to even get use out of that it means you are hitting a survivor and letting them go each time. So it incentivizes the killer not to tunnel. That sounds like good design to me. Bonus of giving some cool new synergy with the other TR perks that normally aren't worth using.

    @not_Queen What do you think of this change for Dark Devotion?

    I personaly prefer my original idea, but this is definatly better than the current version and as you say, will incentivize to not tunnel :)

  • @HazeHound said:

    I agree, perk isn't as good as it sounded. I like the idea of revealing other survivors when proced but it might be too strong actually. Maybe 1 random survivor?

    if it is to strong with the reveal then maybe remove the obsession part and just make it trigger on all survivors, but this perk needs a change/buff along with many other perks.

  • @Cymer said:

    Mint Rag Hag and Spirit could take advantage of Dark Devotion and maybe fun-build on Doctor?

    With my suggested changes or as is? The perk as it is now has its uses, but it often have you going out of your way to get something out of it and then it might not even make it worthwhile, with my changes it would always work, and consistently scare the poop out of survivors troughout the game :P

  • @McCree said:

    https://forum.deadbydaylight.com/en/discussion/comment/402257#Comment_402257

    It's barely a slight movement buff for a fraction of second... It's nowhere near SB or the others. Nor does it make as much space between you and the killer as the old DS did... and it's still a one time use perk

    But you are still not taking into consideration what im talking about, i agree the perk by itself is absolutely fine, but the fact that you can stack it with all these other pwerfull perks make it absolutely to powerfull thats why it should give the exhausted effect to make it more balanced.

  • @McCree said:

    Except this doesn't give you a speed boost to put distance between the killer and yourself does it?

    but it does, you get to consume a hit and then get a speed boost much like sprint burst. so it is actually much better than sprint burst.

  • @AshleyWB said:

    I'm just dying for some creativity like myers add ons.

    If it's not strong at least make an add on different and interesting.

    Yes they dont have to be strong at all, but interesting and slightly change things to something different, this slightly improve stuff that doesnt really matters is such a wasted opportunity...

  • @Warlock_2020 said:

    That's the one perk I thought was going to be fun. That's a shame.

    Yes this was the only perk i was actually looking forward to also head on, but for killers i love having fun gimmicky builds and i finally thought we would get another franklins, but all we got is another beast of prey kind of perk, sounds good but doesnt work properly enough to be worth it.

  • @TheMidnightRidr said:
    Minding my own business as killer, searching for some victims, then WHAM stunned by a pallet by a survivor hiding behind it. Makes me jump every time.

    This!

  • @The_Crusader said:
    IMO

    • Don't reset his power fully. If you only use half, let it recharge from half like the spirit. I like to use a bit to cover more ground going towards a far gen, but save a bit so that its recharged fully by the time I get near the gen. With soirit you can do this, with legion you cant as it resets his poeer fully when you cancel frenzy.

    • Reduce the stun time a little bit. Maybe 20%?

    Now the biggest issue obviously is his movement speed. 110 makes him worthless. Just having survivors run around a truck on auto-haven holds him at bay for long enough, god help you if you get to the shack.

    115 would have him too strong.

    112.5....its not perfect but its probably the best compromise.

    Buffing his speed will make him boring and only use his power for his first inital hit. And reducing the stun will make him to strong, but the change i proposed will play on his power, if you use it well you get rewarded. But as of right now the power doesn't do anything except for the first hit.

  • @ad19970 said:
    I just think that this will make him to frustrating to deal with. Look at this post here:
    https://forum.deadbydaylight.com/en/discussion/34584/by-design-legion-is-the-universally-least-fun-killer-in-the-game#latest

    It perfectly explains why Legion can't really be buffed any further, and why his design is so problematic. I think survivors would go crazy if they constantly had to heal again and again, in addition to repairing gens, while at the same time not being able to affect the chase against Legion in any way.

    Well i for one do not support the claims of that post, i find legion one of the more fun ones to play as and against, and healing is intense and i find it fun to actually decide do i do this gen her or do i heal. So am just trying to cook something up that will make him more fun for those that need a killer to be viable also, as of now legion is the worst killer by far, but he is so much fun. And as for counters, stunning legion with a pallet removes him from his frenzy and drains it, so there is counters to his power. also, he doesn't have scratchmarks wich makes juking him real easy. And when he's in frenzy sound seems to be cluttered t so even if you're hurt its still easy to juke.

  • @Mashtyx1 said:
    @not_Queen Are the requirements different on console or just worded differently?

    On steam it says just survivors in the deep wound state, nothing about killer instict.

  • @thesuicidefox said:
    Hell no to Kindred being a base kit. Besides the fact it makes SWF even easier, bringing solos up to SWF is not the way to balance the game. What we need is limitations placed on SWF groups, something like only allowing 1 instance of a perk among the group. SWF's should be doing team builds anyway, letting everyone in the group run the top meta perks is what is so gamebreaking about it.

    A better solution would be to have the hooked survivors aura pulsate like a heartbeat if the killer is within 8m OR the survivor on the hook is in the killer TR. That doesn't give away too much information other than "killer is close to the hook". If the pulse nevers goes away then you can be sure the killer is camping. And it doesn't turn a group of solo's into an SWF that can play super optimal because they can see everyone in the game.

    Even tough i completely agree with you on many of the points your making, but the fact that the devs have admitted that their plan IS to buff solo players up to par with swf, then this is one of the tweaks i feel would do, maybe just start with the killer radius within the 8 meters so everyone know when the killer is camping. could be a beginning.

  • A killer gets a total of 3700 bloodpoints for completing one of their objectives the most efficent way, killing one survivor. 4X hit=1200 + 3X found=600 + 3X hook=1500 + sacrifice progress X2 = 400 total off 3700 bloodpoints.

    Survivors get 1250 bloodpoints + skillchecks that vary but i would say around 600 if you can hit great skillchecks so thats a total 1850 thats half of what killers get when you compare the two, but i don't see the problem for killers that survivors get increase in points, it doesn't affect gameplay and with Bnp gone there's no problem.

    And i know the survivors can get more if they cooperate but still i don't feel they are up to par with each other.

  • The spirit is very much playable, but she feels very restricted and unrewarding, wich is why i myself don't enjoy playing her at high ranks and so many others i think, so she could definately need some adjustment, the one thing i feel she 100% need is being able to use her power whenever she has some juice in her power bar, the wait time is killing her potential and makes her quite unfun to play.
    That being said, she is also one of the most fun and frustrating killers to play i feel. With emphasis on frustrating.
    Give her these QoL buffs and she's good to go.

  • yes i loved this animation hope they bring it back

  • SEASONAL REWARDS WHEN?

  • Is Freddy Krueger still trapped in debt? :P And also can we get some information on the Freddy rework please?

  • What are your plans for halloween? An event or maybe a paragraph?

  • @Dreamnomad said:
    Thread belongs in Fan Creation section. As far as the idea goes, it would need some built in way to counter it for survivors like how survivors can "snap out of it" against the Doctor's ability.

    Should i delete this thread here? i have now posted it in fan creations.

  • @Dreamnomad said:
    Thread belongs in Fan Creation section. As far as the idea goes, it would need some built in way to counter it for survivors like how survivors can "snap out of it" against the Doctor's ability.

    Yes the counter is to heal, or let the killer/survivor get close enough to reveal who it really is.

  • @Oblitiry said:
    I would honestly have a lot of fun dealing with that solo. However SWF will just communicate and say it's them and not the killer.

    Yes i was inspired by all the old suggestions of like a clone killer looking like a survivor, but i think this would be so much fun dealing with solo or a small swf! :D

  • @Zanfer said:

    @Karltastisk said:

    @Zanfer said:
    What happens if a teammate wants to heal you, does the killer hallucination just stand in front of the survivor wanting the heal?

    Maybe the hallucination would stop if you let the survivor start the heal action, but then you would have to take the risk letting the killer/survivor come close. Or maybe to balance it out that within 6 meters the hallucination would stop, so you would flee from the survivor until you reached a pallet to see if it was the killer or a friendly survivor.

    yeah that would make sense for unhooking survivors too so you can see the unhook animation for the other survivor

    I would also make it so this effect is only active during injured state and cancel out when downed or on a hook.

  • @Zanfer said:
    What happens if a teammate wants to heal you, does the killer hallucination just stand in front of the survivor wanting the heal?

    Maybe the hallucination would stop if you let the survivor start the heal action, but then you would have to take the risk letting the killer/survivor come close. Or maybe to balance it out that within 6 meters the hallucination would stop, so you would flee from the survivor until you reached a pallet to see if it was the killer or a friendly survivor.

  • @Jack11803 said:

    @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

    well that the trade off you have to take. either avoid the obsession or save (the best) for last) ;)

    This is a nerf in almost all situations.

    In case i was misunderstood, you will only lose all stacks when you hit the obsession on full stack not in the meantime, then it will be the regular 2 tokens per hit.

  • @Jack11803 said:

    @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

    well that the trade off you have to take. either avoid the obsession or save (the best) for last) ;)

    This is a nerf in almost all situations.

    How is it a nerf? you get the choice of either instadowning obsession or keep mini machine gunning, i only see great fun potential in this, imagin being the obsession and suddenly you are exposed for no apparent reason i would ######### my pants :P

    Imagine a no mither obsession body blocking a hook and tenacity-I gotta away. Imagine it.

    Well that is very situational tough, really surprise people think this would be a nerf. :P i was afraid it was gonna get the OP stamp.

  • @Jack11803 said:
    Why’d you make thread twice?

    It was because i feelt i fitted more on the wishlist, but everyone is at general discussion

  • @Jack11803 said:

    @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

    well that the trade off you have to take. either avoid the obsession or save (the best) for last) ;)

    This is a nerf in almost all situations.

    How is it a nerf? you get the choice of either instadowning obsession or keep mini machine gunning, i only see great fun potential in this, imagin being the obsession and suddenly you are exposed for no apparent reason i would ######### my pants :P

  • @Jack11803 said:

    @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

    well that the trade off you have to take. either avoid the obsession or save (the best) for last) ;)

  • This map is as bad for killers as the "the game" map is for survivors, so guess we're even :P. now they can make balanced maps in the future for both killer and survivors :P

  • @douggie123 said:
    Why are you moaning about the double BP event I am loving it I have found killer and survivor lobbies no problems. I love the chapter release just before as well as I am focusing on the spirit and Adam as well as some others.

    i have to wait between 10-30 minutes per killer match, and i don't find survivor fun in the long run. so essentially if there where no wait times and i got lobbies instantli like i did a week ago then i would actually get more bloodpoints per hour then what im doing during this event, so yeah , this event is kind of a waste...

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