Kind_Lemon
Kind_Lemon
About
- Username
- Kind_Lemon
- Joined
- Visits
- 1,464
- Last Active
Comments
-
@GamingZebra88 said:
Never heard of this before.
Not sure if it's even trueIt's true, yeah. Rarely anyone brings one of those two addons, and it is an even rarer occurrence to have overcharge on top of that.
-
I would be more interested in a special interaction when cleansing the totem (after spawn locations have been fixed and diversified). Something like a skill check for Lullaby or a speed buff for the killer with TOTH and maybe even something like no sounds at all when cleansing Third Seal.
-
Tbh, one thing that I love doing is standing over a survivor that has Adrenaline when I know the last gen is about to pop and smack them right back down.
Side question: Does anyone know what happens if I drop a survivor that has Adrenaline? Does it put them into the injured state from the dying state so I can smack them?
-
It's because the killers that complain the most about DS are used to getting survivors killed before Adrenaline becomes a problem.
-
I'm in favor of:
Surveillance:
You have an uncanny sense for knowing when your playthings begin exceeding your expectations.
Gain a notification when a survivor hits any great skill check within 28/32/36 meters and mark that survivor for later trouble.
Marked survivors will create a notification whenever they hit a good or great skill check.
Survivors become unmarked when they fail any skill check. -
@Vietfox said:
@Kind_Lemon said:
I've destroyed several killer's momentum through DS and made them lose everything halfway through the match. Cheers to another year of unbalanced gameplay!And i've downed several DS users in less than 15 seconds, guess this works both ways.
I guess it really depends on the location of the DS user. It's perfectly benign when it's out in the middle of a field (SANS CORN; PLZ NO CORN), but it is quite painful when DS is used next to multiple pallets, windows, and lockers against someone like Freddy or Leatherface.
-
I like 3v1 games.
-
I thought it was perfectly clear why Legion is so bad and why he could be so powerful without all of these limitations. It's nice that someone made a post about it at least.
-
@WhiteAqua7 said:
Borrowed time repeatedly does not trigger when a survivor is hit by leatherface's chainsaw. Is this a bug or intended?@Orion said:
The Cannibal's chainsaw hits multiple times in a single usage.@HellDescent said:
It works. Bt only triggers when killer has a terror radius and you are within it and protects you for one hit. Second hit will put you into a dying state. Leatherface can hit you multiple times with his chainsaw in quick successionUhh, no. It's currently bugged on all killers. While what you said may be true, that's not what's happening.
For those that don't know, the endurance status effect disappears once any survivor is downed after the endurance status effect is applied. Eg. BT is applied to me while in a Huntress' terror radius. I see the Endurance Icon. The Huntress downs someone else (neither the savior nor myself), and the Endurance Icon goes away. She turns to me and throws a well-placed hatchet. I go down, BT hasn't activated and it hasn't been more than 6 or so seconds since my unhooking. -
@Vietfox said:
Just because someone uses DS and some veggie loses that survivor doesn't mean it's gamebreaking. It might be a guaranteed escaped if used when the gates are open, but that means that survivor didn't have to use it during the whole match.
I've destroyed several killer's momentum through DS and made them lose everything halfway through the match. Cheers to another year of unbalanced gameplay!
-
This happened to me about 6 months ago
-
If you want addons on your items and you plan to be searching for items, yes.
-
The only thing I want changed about PWYF is that stacks are only lost when a survivor is downed and not in any other circumstance (two stacks to compensate).
-
The reason aura reading is annoying is because the devs can't/don't/won't think of/implement other ways of giving the killer information about where survivors are.
Crickets not chirping when the killer or a survivor has moved near them inside a 12 meter radius would be a wonderful addition.
Crows landing on generators that haven't seen a survivor in a while, crows eating a dying survivor that hasn't moved to give counter play to the slug for the hatch, or having some crows caw aggressively when the survivor has gotten close enough to be noticed but not close enough to scare it away would be ways to make the crow mechanic part of the game again.
Sticks that would break when walked over would make stealth play that much more exciting and thrilling, but also require planning in the chase phase to gain stealth opportunities.There are so many options, BUT WHY DO NONE OF THESE EXIST????
-
I feel you; sometimes survivors are so monotonous.
-
Anytime I use NOED, the survivors cleanse all the totems before it's activated. Hex: Ruin always seems to exist for a while before disappearing, which is a step up from NOED for me.
-
I would love for killer perks to change the ebb and flow of the entire game and for survivor perks to change that survivor's personal abilities in a way to play against said perks (or powers). It's...not exactly that way currently.
-
Ooh, ooh! I have three words!
Tiresome, almost non-counterable/unconditional, and underpowered.
Three words I hate to hear said about a killer.
-
@JudgementJudgement said:There's already Autodidact, Pharmacy, Aftercare, Self-Care, Botany Knowledge, every other Survivor perk that does things for healing.
What else could you possibly add in terms of perks that are any different to how any of these function?
No offense, but lol. That wasn’t what the OP was talking about XD -
If the dark mist was more like a fog that reduced seeing distances and muffled sounds, then survivors wouldn’t be able to see the approach of stealthier killers, which would be a benefit.
-
As a killer, the most fun I have is not in chase, but when survivors step in my traps, trigger my traps because the survivors weren’t being careful, and removing (through Hex: The Third Seal) the assistance survivors get from auras. Those times are when I get a thrill.NoShinyPony said:@Orion said:
If being chased is not seen as a concern, then that means the Killer is not perceived to be a threat, which, in turn, means that the game's balance is lopsided.But being chased is a threat. If survivors aren't good enough and get downed too fast, they will lose the match.
If you are a survivor and getting chased, you are under pressure to last as long as possible before you get downed. (And with a good killer, you WILL get downed.) The thrill of the chase is the fun part of the game.
And isn't it the same for killer? Is the chase not what makes this game fun for you? Would you prefer helpless survivors that will get down within a couple of seconds after you found them?
-
The one time I played with the Iridescent Head, I did not use the infantry belt, and it was super intense. I had a One-Punch Man ability and couldn’t afford to miss. What I ended up doing was raising my hatchet just to make the survivor do something strange so I could M1 them.
I don’t think it needs to have your suggested change. If something had to happen at all, I would be okay with the Iridescent Head removing all carried hatchets once making a hit. -
Your idea was at one point, based off of my inferences and quotes from the developers, what the game was meant to be. You had Dwights who worked on gens and let others perform better around him while Jakes took care of all the survivors’ safety by sabotaging hooks and making traps ineffective. Then Claudette would come around and heal anyone who got injured. Items were to help each character get done what they were built to get done.
Then Meg came along, and she was the one who was good at escaping and running away from the killer. Teachables were harder to get because levelling took longer, so characters stayed mainly with what they were built to do.
It didn’t turn out that way exactly as the devs were probably hoping. Self care surprisingly allowed Jakes and Dwights and Megs to not need a Claudette in the team, and the huges nerf to sanotage made Jakes useless. Subsequently, the complaints about levelling made it so that survivors were all just reskins of one another, all with relatively little to do in the way of objectives. I would prefer the devs spend their time finding a better way to reinstitute their original ideas rather than implement something completely different. -
I'm curious what people would think if instead of downing the survivor, letting the timer run down would give the survivor a permanent broken status effect.
Or even give the hindered status effect to survivors with deep wounds.
-
I can’t see The Legion as evil solely because terrorism and vandalism are what youths with too much time and too little guidance do. Doctor is the most evil in my opinion. Wraith is the saddest and most chilling.
-
Nea has to be the better graffiti artist. I imagine Jeff to have a Bob Ross or Georgia O’Keefe style, with a touch of Pop Art. The Legion doesn’t have a cohesive enough story to be of much interest to me. Jeff is also lackluster in lore.
-
I wanted to find a more recent thread, but this’ll have to do. It’s really anticlimactic and unrealistic when the survivor is standing on the opposite side of the pallet with one hand on the pallet, but slides to the ground silently when the pallet is broken.
I certainly wish the chainsaw would prioritize the survivor when chainsawing a pallet, but both should not be broken simultaneously. -
*Borrowed Time
-
@Wolf74Wolf74 said:@Kind_Lemon said:
yeet said:it's already a very powerful perk, it doesn't need more
It’s certainly not powerful enough to contend with D-strike or Sprint Burst. I know I would always choose one of the latter two when given the chance.
Maybe "not all perks are meant to be viable"?
Not every perk can be on the same op level of the most used meta perks.
Do we wanna start compare how many powerful perks each side has?
There is a reason that no killer perk has the same pickrate than Self Care.
I’m... unsure if you’re being sarcastic. You started out by almost quoting what the developers said about Freddy and Wraith. I understood that the majority of the community did not agree with that philosophy.
The rest of your post was confrontational in contrast, which made me doubt sarcasm. If this is your refutation of my post, I can say this to you: You focus on my analogy without naming the perks, thereby directing the conversation away from We’ll Make It. By saying “op...meta perks”, you express an animosity that makes me wonder if the perks mentioned prior did not exist, would you be so opposed to the idea?
If the existence of perks like DS caused your negative reaction to my suggestion, that makes an even better case for altering We’ll Make It. The logic behind this statement is based in the argument many survivors use in defense of DS. They claim that not enough other perks are viable enough to not use DS, so if DS is taken away, they would be left with very little to put between them, good killers, and potato teammates. In order for a majority of the player base to accept any changes to DS, things like We’ll Make It should have their activation criteria revisited. I proposed a change that would not only be relevant to the idea behind the creation of the perk, but would also be useful in more scenarios. The most painful thing in a match for a survivor with We’ll Make It is having a killer that slugs and prevents the boost to healing injured survivors.
There’s no need to go counting perks because that’s irrelevant. We’ll Make It should be the perk that we are talking about changing outside of analogies. -
It’s certainly not powerful enough to contend with D-strike or Sprint Burst. I know I would always choose one of the latter two when given the chance.yeet said:it's already a very powerful perk, it doesn't need more
I question your use of “need”, however. Neither DS nor Exhaustion “need” a nerf currently. Killers seem to be doing fine as it is, but it sure would be nice if they were changed to be less powerful and more useful. My proposal follows the same idea. Sure, We’ll Make It doesn’t “need” these changes, but it would be nice if it was implemented. I see no fault in my argument, and you have brought none up. Subsequently, I take it that you have some personal investment against changing We’ll Make It? I would love to hear your story.
@yeet -
@Wolf74 You say We’ll Make It was made to trigger after an unhook, but you don’t mention how saving a survivor from the dying state is any different from the hooked state. In both states, a teammate needs to save the incapacitated survivor except in rare circumstances. The only difference is in points for both saves. One gives none, but I don’t see how that relates to in-trial mechanics.Wolf74 said:Big NONO.
Well make it is made to trigger after an unhook.
Slugging is a legal way to counter that perk.
And slugging is actually made LESS viable, not more. The survivor can now recover up to 95% and could basically picked up in a run by, so no need to further increase the time to heal.
The perk is already pretty strong.
The purpose of We’ll Make It is to get injured survivors back into the game more quickly after being re-mobilized by a teammate. It also prevents killers from coming back to the save site and immediately downing the saved survivor. The developers never thought to make We’ll Make It apply to dying saves because they never thought slugging as it is known today to be such a powerful strategy—even more potent than hooking survivors at times. I’ve never seen anyone complain about We’ll Make It healing an injured survivor to full quickly, and I see no reason for that to change. The actions take essentially the same amount of time for a rescuer to perform, and the end result ia the same—a survivor is back in business, so I don’t see how what We’ll Make It would be at all different.
If you were going to argue that slugging should be more powerful than hooking, from both a Lore perspective and game design, it should not be any stronger than hooking (the main objective) especially since the nerf hammer to sabotaging.
We’ll Make It has no valid reason to not apply to rescuing a dying survivor. -
I would like scaling to be different so that tier three includes survivors within 64 meters, but nevertheless, this is the kind of rework that Open Handed should receive.
Somewhat related: if Open Handed receive this buff, Shadowborn should be changed to prevent all aura reads on the killer by survivors; this would benefit The Wraith, whose teachable this is.
Edit: Spelling -
@Malakir said:
Drop it earlier. Problem solvedBut that's not what the post is about...
To the OP: I think there should be some sort of survivor stun if there is going to be any change from just breaking the pallet.
-
I'm for it.
-
I think it's an...interesting change and not necessarily good or bad yet. I will wait and see how things go.
-
Would the modifier for no notification be something that would make killers who don't like change aggravated, or is it simply a fine and dandy idea?
-
Because it’s rude to swing a dead man’s skull right from across the Spirit World threshold.
Btw—I’m just curious, but does anyone think Azarov had a beard? -
I hate Deliverance as a killer; it is my sole purpose in those matches to murder the survivors that use it. Everyone else can get away if it means one suffers.
As a survivor, I love it. It makes for the best optimization possible that ekes away even more time from those nasty killers. -
If we’re talking about Philip Ojomo in general now, what I want for him is no slow down on the uncloak when he is after a sprinting survivor and a sliwdown to cloaking when cloaking in a chase. However, I would like the opposite to stay true for walking or crouching survivors.
Also, the Windstorms with PWYF are a pleasure to run when not stressed for time. -
It’s fun to at least have some way to vent the rage and/or ideas we have. Then when the devs make up their own minds without taking a long look at what the community has put though into posting, it’s satisfying to watch them be confused by negative reactions and whatnot.
-
It’s 16 seconds with a medkit, no addons, and self care for a self-heal.
Wait, are you talking about self healing or healing others?
Also, see this post for help with maths!
https://forum.deadbydaylight.com/en/discussion/comment/178984#Comment_178984
-
I’m all for it especially if Predator gets co-buffed inversely.
-
I'm all for the Left Behind suggestion.
-
@Aerys ...That would be a buff in some senses. It would take two blinks to get near a survivor and smack the survivor. Then the Blink would be recharged, so the Nurse would then blink twice and down the survivor. With no fatigue and no tremendous speed penalty, she would be like the Spirit but with the capability to travel through walls and see survivors and auras while using her power.
-
or:
Surveillance
You are given otherworldy sense as to your prey's skill.
Get a notification of when a survivor performs a good skill check on any interaction when within a 15/20/45 meter radius. -
@Master said:
So a perk that counters a specific killer?
thats about as bad design as lightborn vs quickswitching
I shouldn't have used the word counter, because that sounds definite. I mean a perk that helps survivors who have trouble against that specific killer (i.e. a perk that lets a survivor understand more about a Nurse's blinks but doesn't affect the Nurse in any way)
-
I want burning a hag's trap to leave the trap on the ground, but not allow the hag to teleport to it when it is triggered. That would be a neat mechanic.
I also would like Lightweight to reduce the range at which the trap can activate.
-
@Rebel_Raven said:
Radiant said:They are just 5 totems, no need to do that even for solos.
Unless you have haunted grounds, then there are 7. Knowing how many totems there are would reveal that instantly.
And that can screw up a totem build.There are only ever 5 totems in a trial. No exceptions.
-
I think the developers were going for the idea that flashlights work when the killer is unprepared, but how do you make the killer unprepared when the blind takes so long and the animation for blinding is so obvious?
-
Killers get noticeably more bp on average than survivors if the killer does well compared to when survivors do well, not counting BBQ and Chilli. Killers also play less games per hour than a survivor if that survivor is bad and is killed first every game. Therefore, killers have the bp to get more addons used for longer over less trials. The perks you mention I consider to balance out this inequality. Also, survivors lose their item and both addons when they die whereas the killer only loses the addons.
It would, however, be cool if there was an in-game secondary killer objective that allowed killers to keep addons.