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In other news, breathing air helps you live.
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I've had several of these floating around in my head, here are just some of the ideas I've had.
Solidarity
-Increases altruistic healing speed by 25% while injured
-Grants complete and total immunity to the Hemorrhage status effect
-No longer loses self-healing when cooperatively healing alongside another survivor
Bite the Bullet
-In addition to hiding noises, also hides auras
-Activates when another survivor is healing you
-Effects linger for 3 seconds after the healing action is interrupted
-While self-healing, the Mangled status effect is ignored
Fixated
-While walking, your scratch marks fade 10% faster
Resurgence
-Also activates on being picked up from the dying state or wiggling free from the killer's grasp
-Healing caused by Resurgence cannot be regressed by the Hemorrhage status effect
Aftercare
-Instead of losing all aura-reading effects of this perk when hooked, the effects are lost only for the survivor who most recently activated the perk
Any Means Necessary
-Pallet reset time reduced to 3 seconds
-Killers stunned with a pallet reset by this perk are stunned for 10% longer
Corrective Action
-Whenever a survivor fails a skill check anywhere on the map, a token is consumed and the failed skill check is ignored
-You and the affected survivor see each other's auras for 7 seconds
Second Wind
-Heals you to healthy even if you are suffering from the Deep Wound status effect
Dragon's Grip
-Cooldown reduced to 60 seconds
-The cooldown is not incurred if a survivor does not activate the perk in time
Fire Up
-Each token also increases lunge movement speed
Grim Embrace
-Generator block duration increased to 60 seconds
-If the obsession is the final survivor hooked, all other survivors' auras are revealed instead
Knock Out
-Basic attack restriction removed
-All negative effects applied to the dying survivor last until the survivor is healed or picked up instead of for the first 15 seconds of being downed
Mad Grit
-Unlocks the ability to break pallets. breakable walls, and vault windows at 75% the normal speed while carrying a survivor
Predator
-Scratch marks left by running survivors are visible through walls in a 24 meter radius
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@Steakdabait said:
it's meant to make it so injuried survivors don't get thrown out the gate if you hit them. It's not meant to be a LMAO I HIT YOU WHILE UR NEAR AN EXIT GATE TIME TO POST THIS ON REDDIT AND TAG IT AS JUST LEAVE mechanic.
It's not even good for that though. It just doesn't do anything.
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@BlackRabies said:
After slamming into the entity blocker just M1 the target and quickly pick them up. There should be enough time for you to pick them up done it a few times myself against cocky survivor players.
If it's a slam into another slam that takes longer than a M1 and you'll lose the target.
M1 into weapon wipe into pickup takes longer than just going for another dash.
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@BlackRabies said:
After slamming into the entity blocker just M1 the target and quickly pick them up. There should be enough time for you to pick them up done it a few times myself against cocky survivor players.
If it's a slam into another slam that takes longer than a M1 and you'll lose the target.
M1 into weapon wipe into pickup takes longer than just going for a dash.
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Hook RNG is still really badly designed and having hooks be destroyed on sacrifice contributes in no meaningful nor positive way to the balance and gameplay loop. It is an outdated mechanic that has no place in the game anymore.
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What if I did the opposite of the post and told you as a killer main which survivor needs a nerf
because the answer is ace, ace players are terrifying
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I used to understand the movement system until they made Blight 115 when he has a better power than every single 110 killer in the game.
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Hag???
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Hag
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I’m a sober square but Frank canonically does the sticky icky jingle bingle mamma mía devil stick so I guess him.
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I mean
the game is literally 4 dudes vs 1 dude
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3258160#Comment_3258160
I can pretty much understand everything except clown.
https://forum.deadbydaylight.com/en/discussion/comment/3258132#Comment_3258132
Probably the best list that's going to be on this thread.
I honestly don’t think Clown is nearly as oppressive at loops as people say he is. I have a friend who once described Clown as “the ultimate test of your ability to loop an M1 killer” and I agree wholeheartedly with that, Clown is basically just a souped-up M1 killer and if you can run that around, you can run a Clown around.
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I think the hardest achievement that was ever in the game was the OG iteration of Deranged Pursuit. For context, Deranged Pursuit is an achievement that dropped with Legion, the killer who introduced Deep Wound into the game. I think the achievement right now is fairly simple, something like “down 25 survivors who have Deep Wound as Legion” or something like that. Back in the day, though, it was WAY different.
Background information: When Legion first dropped, Feral Frenzy only lasted six seconds, but Deep Wound drained whenever you weren’t in a chase and hitting a survivor who already had Deep Wound with Frenzy would drain a third of their Deep Wound timer until it went to 0 and they went down. When Legion first dropped, to get the Deranged Pursuit achievement, you had to hit a survivor with Frenzy, hit someone else with that same Frenzy, and then, while STILL in that same instance of Frenzy, run back and down the first survivor IN FRENZY. In one single use of Frenzy, you had to hit someone, chain a hit, run back to the first guy you hit, and then down them by hitting them again. The problem was, as if this challenge weren’t specific enough, it was pretty much impossible without addons, because even if you hit two other people in Frenzy, that’s a maximum of 18 seconds of Frenzy, and to get the Deep Wound timer down to a point where it can be removed with a Frenzy hit, it had to drain on its own for 20 seconds. Frank’s Mix Tape (which at the time made Frenzy hits reduce the Deep Wound timer more) and a duration addon were basically required to get this challenge done, and even with those equipped it was still the single biggest pain in the ass I’ve ever had to deal with in this entire game.
OG Deranged Pursuit was an absolute nightmare and I don’t think a more difficult achievement has ever been invented in this game.
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List is probably gonna get me yelled at but here you go
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She's not OP, just obnoxious. A killer who outright disables a game mechanic (healing) by virtue of their very existence is not fun to verse imo, but unless you cleanse that's pretty much all she does.
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It's very simple. Trickster's power is so incredibly terrible that if you made him 115, you would never want to use it in favor of just going for an M1, so you gotta make him 110 to make his power seem more appealing.
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Huntress. In my experience she requires more advanced predictive skill and intricate tile/map knowledge to be played to her maximum than any other killer—and I don’t mean those basic animation lock shots or simple stuff like that, I mean the shots from mid-to-long range over stuff, through windows, across larger and safer tiles—the hard stuff that really makes Huntress an actual good killer instead of generic mid-range antiloop 110 nonsense. Getting Huntress to that point where you’re almost Nurse levels of being able to hit anyone from anywhere requires such good map knowledge and ability to predict survivor movement. No killer has been as tough to master as Huntress for me, and I’m including curve Billy.
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Best info perk for survivors in the entire game bar Kindred. Great skill checks are reasonably common and easy to hit, and the return of 6 seconds of killer aura reading is crazy for something so dead simple. Combine it with Hyperfocus, which everybody and their dog seems to be running these days, and you’re going to get near-constant tabs on the killer.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3257332#Comment_3257332
Its called humor, you should try it some day.
So should you.
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I highly doubt this has anything to do with your prestige level.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3256701#Comment_3256701
i think its the same reason why it doesnt say "min feng" because it just sounds better that way. To westerners at least i think.
Entirely subjective. I think “Min Feng” sounds way better, personally.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3257001#Comment_3257001
I'd like something. Doesn't have to be a dissertation. Just a reason other than, "I have to hold W" or "they have anti-loop." Most are unwilling to even give that. It may be pretentious to say, but it doesn't mean it's not true. I have no shame.
And I ask, who are you to say that their gameplay style is unfun? If you have fun playing as certain killers, and have fun playing against certain killers, why can't you just take that same mindset and apply it to all of them? Nurse I'm not even going to defend, but I will basically every single other killer. You learn the killer's counterplay, employ it, and that's ideally where at least some of your fun comes from, outplaying the opponent. Same thing with killer when you try and counterplay their counterplay. If you find none of that fun, this isn't the game for you, and you shouldn't be giving balance takes. I say this to everyone on here.
I don't think it is most people. You have a loud minority on the forums, and then everyone else who seems to get along just fine with zoning killers. If they hate going against Knight, it sounds like a personal problem. The rest of us are at least going to try to have fun and find counterplay, instead of complaining and claiming bad design.
“If a killer has counterplay, that killer is fun to face.” is the weirdest and just outright worst argument I’ve ever heard in defense of zoning killers being fun.
There can be a whole myriad of reasonings and justifications why a low-tier killer isn’t fun to face, but for the sake of simplicity let’s look at Knight in particular. Let’s look at why I, as well as many and even most people, are going to levy complaints against facing him.
Take Wesker as an example. When Wesker pulls out his tentacle at a loop, it is up to you as a survivor to predict where he is going to go and place yourself in a position where he cannot use his dash to hit you. This requires the ability to outsmart the Wesker player’s positioning using your own predictive skills and a reasonably thorough understanding of how to path within and around the tile in question. Even if you cannot put yourself in a position where he cannot line up a dash, you can try to move in a way that messes up his prediction and causes him to dash in the wrong direction, or at the very least force him to throw you into an area where you won’t be damaged by an object. Wesker’s counterplay is intuitive, skillful, and interesting. Wesker’s counterplay is fun.
Now let’s look at Knight. If you see or hear a Knight pull out a guard, you… hold down a button on your keyboard. That is it. By summoning his guard, Knight shuts down the loop entirely. There is no outsmarting him, there is no superior knowledge, there is no test of skill. You either stay at the loop and get hit, or you press W on your keyboard and win the chase. It is a binary. It has the same depth as choosing between the good or bad ending of a story game, without the benefit of a plot making me care about what’s happening on screen.
Knight pulls out his power at a loop. You hold W. Congratulations, you countered the Knight. But it was not intuitive, it was not interesting, and for those reasons, it was not fun. Knight’s counterplay is not fun because it is extremely bland and shallow. You’re barely even playing a video game at that point. Knight’s counterplay is closer to watching a cutscene than actual gameplay.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256907#Comment_3256907
The problem is there's not much to elaborate on when you call them unfun, is there? It's completely subjective. You can pretty much rationalize why any killer in the game is unfun. But if enough people agree with you, it suddenly becomes truth. Why is Deathslinger unfun? "Because his chase is uncounterable." Why is Wraith unfun? "Because he just hits you, cloaks, and then hits you again." That's why I don't use those buzz words or pay much mind to people who use them, because it doesn't require any intelligent thought.
“It doesn’t require any intelligent thought.”
Do you realize how pretentious you sound? What, you expect me to write a dissertation on why I don’t enjoy going against certain low-tier killers? Some killers have powers that are either built around or whose playstyles encourage an unhealthy gimmick which causes distaste amongst the player community, regardless of viability.
Knight is not that strong. Knight is a zoning killer. Most people hate going against zoning killers. Ergo, despite Knight not being that strong, most people are going to hate going against Knight. Two plus two equals four.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256708#Comment_3256708
To me, calling a killer anti-fun or miserable to face is just a facade to say that they're overpowered. If that's not the case, then what's the issue? Just employ the counterplay and you'll be out the next thing you know. People say this about Twins, Artist, Wraith even, and I don't see it. They're fun to face, mostly because they're weak, and the stronger killers because they're strong, all because they each have a unique ability that you have to counteract. Maybe the reason they're so bland, compared to what they could be, is because y'all discourage the devs from going bold with killer design because all they hear is "X killer is unfun, overpowered, and/or bad design," so they play it safe. Every time.
“To me, calling a killer anti-fun or miserable to face is just a facade to say that they're overpowered.”
That’s not true in the slightest. There are several killers who are weak but not fun to face because of bad power design or an unfun playstyle being encouraged, and there are strong killers who are fun to face because their power doesn’t feel cheap or gimmicky. Viability and quality of gameplay are two completely separate things.
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Zoning killers are some of the most obnoxious and outright anti-fun (and I mean anti-fun literally here, they shut down the fun part of the game which is looping) killer designs in this entire game, so even if Knight were the worst killer in the entire game he's probably going to be miserable to face.
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They do this in Korea, too, but Hak Ji-Woon and Lee Yun-Jin are still called Ji-Woon Hak and Yun-Jin Lee. That's an odd inconsistency I never noticed before.
Oh well, I'll just chalk it up to golden child Feng Min getting special treatment as usual. It's less of a headache that way.
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I still think the excuse of "we can't give killers individual hook counters because it would facilitate tunneling" was one of the lamest excuses ever pulled in DBD balance history. If someone wants to tunnel, they are going to tunnel. Hook counter be damned. All reserving the individual counter does is make life more painful for people who want to 12-hook or otherwise want to avoid tunneling because then I have to keep track of everyone's hook states to make dang sure I'm not tunneling—and even then that doesn't work because they're all playing Claire and I can't tell them apart anyways.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3255428#Comment_3255428
Simple. Ignore the bad AI chasing you, and loop the Knight normally. If it's the Assassin, you might get hit, in which case use your sprint burst to get away from the Knight. This is all assuming that they even detect you in the first place, which is unlikely.
https://forum.deadbydaylight.com/en/discussion/comment/3255441#Comment_3255441
I don't think the AI's ever gonna get to a point to where it is literally as threatening as a 2nd killer player, as y'all make it sound like when we know full well it's not that great.
I mean, even if they’re bad chasers, just by existing the guards make a loop unusable if the Knight has any concept of positioning. I don’t know what kind of goofy ahh Knight players you were going against, but a Knight who understands what zoning is really cannot be looped at most tiles. It really isn’t that hard to put the survivor in a position where they either go one way around the loop and run into the Knight, or go the other way and run into the guard.
Even factoring in the Knight’s slowdowns and the guards’ clunky AI, Knight can very easily force survivors to abandon loops—which is why everyone’s calling him another Artist; he’s another loop shutdown killer whose only counterplay is holding W.
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Most hyped original chapter was probably Darkness Amogus, a hell of a lot of people thought it was gonna be some kind of split personality/switch stance killer when that first teaser of Frank looking into a mirror with the other members of the Legion standing behind him dropped, and that had people going CRAZY. When the chapter actually dropped, it gained a lot of negative reputation for three big reasons:
- Ormond needing to be disabled on launch
- Legion’s trailer being completely disingenuous to their actual in-game gameplay
- OG Legion being the worst most broken killer design ever conceived
If you ask me, negative reputation is reputation nevertheless, so the chapter definitely had a lot of hype and notoriety on account of how infamously disastrous of a launch it was.
Least hyped chapter was probably Portrait of a Murder. The only reason Artist had any kind of hype whatsoever was because of the massive leaking scandal surrounding her, and that has nothing to do whatsoever with people actually being excited for the killer. I think the “new killer hype” where fresh DLCs have insane playrates for the first few days to weeks dropped faster for Artist than any other killer, including Twins. People stopped playing her the DAY she came out. Even Sadako’s new killer hype lasted for like three weeks.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3256241#Comment_3256241
I mean, I'm not gonna sit and pretend like we didn't just get toilet paper Dwight.
Don't forget PUBG Dwight. Man really got two entire outfits in one event.
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@deckyr said:
i'm going to give my opinion here as a killer player. i agree these perks are weird but i think some of the suggestions go too far.
if reactive healing is going to be capable of completing a heal, then it should work like renewal / a syringe, not be instant. otherwise 4 players using it could have infinite bodyblocks to the exit gate. (it works on hits, not on downs. i don't know why you guys are saying it takes a down to heal you, it doesn't, just a hit is enough.) if i had to make a change i would make it be a token based perk where the first activation heals 50% of your total progress (not missing), the second activation heals 25%, and then all other hits heal 50% of missing. that way it has better synergy with resurgence and solidarity, as you actually can get a health state out of it if you accumulated an amount of healing. this also makes it better as a response to interrupted heals, if your teammate gets you past 50% then their bodyblock will finish your heal and you'll be able to bodyblock for them in turn.
poised, you guys have suggested that it be activateable and also hide blood/grunts/footsteps. i think that it shouldn't be on demand OR shouldn't hide grunts/blood. otherwise it's just a better iron will / bite the bullet / lucky break. some of these suggestions are wild. 75 seconds of on-demand perfect stealth in total? absolutely not. i think some of you guys underestimate just how godawful the killer FOV is. if i can't hear their breathing, footsteps, or grunts, and there's no scratch marks or pools of blood, there's absolutely no way to realistically chase. if each survivor had five "get out of chase free" buttons the only viable killers would be plague and mirror myers. again, either the on demand activation or the grunts/blood hiding needs to go here. the resulting perk either way is fine. dedicating two perks to the perfect stealth effect is also fine, in my eyes. because the other perks you need in combination have their own flaws that, when put together, leaves a quirky yet conditional build that incurs risk/reward based on your skill of navigating your own blind spots using playstyle and the other two perk slots. i'm not alone when i say i love playing those kinds of builds.
solidarity is a strong perk as it is. not enabling ridiculous plays like the usual survivor meta stuff does not mean that it's weak, just that people don't truly appreciate the value of it. the one person who stans solidarity in this thread is totally correct on all counts and i am in complete agreement. at the very least some way to counter hemorrhage feels like a no brainer even if the rest of the changes aren't made. also, as an aside, i totally don't understand how some of you guys act where you have to heal two survivors to benefit from the perk? you don't. having healing progress that the other survivor can finish off is very valuable. you don't have to get a full health state from a perk for it to have value. the same thing is being said about reactive healing. circle of healing is strong, but that doesn't mean all healing perks need to be more like circle of healing, it just means that the other healing perks need to have their weaknesses compensated for.
I am now going to make it my life goal to build a reputation on this forum as "that one person who stans Solidarity."
Thank you.
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He'd probably be the most interested in those who were compatible with Uroboros. Now, it's most likely that none of the killers are compatible with Uroboros as it was based on Wesker's DNA, but there are possible exceptions that Wesker did not anticipate: Since many of the killers are supernatural or superhuman, it could be possible that some of them might have bodies so impregnable that they would be able to fend off Uroboros's symptoms despite their genetic incompatibility. The two that come to mind for me are Pyramid Head because he's Pyramid Head, and Blight—Wesker's blighted outfit made it canon that his superhuman genes allowed him to, at least partially, control the blight serum's mutations without suffering complete mental degradation; it might be possible that all the blight running through Talbot's veins would similarly provide an ability to withstand Uroboros's effects.
Whether being able to withstand Uroboros as opposed to truly being compatible with it would be seen as Wesker as simply an error to be corrected in the virus, or making PH and Blight worthy of the world Wesker wishes to create, is uncertain. Most likely the former, but if Wesker is adopting a "natural selection" philosophy, and those two aren't naturally selected, well—that probably gives them a pass.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3255255#Comment_3255255
That's honestly not crazy. If it's a problem, we could just put a cooldown or limited uses on it.
Honestly, I don't think healing speed and Hemo nullifcation and sellf-healing reduction would make this perk enough because the problems are still there. If the Killer tunnels, that's no perk for you, and this perk has to compete with other healing perks like COH at the moment.
But... I suppose I would be fine with trying out extra healing speed when injured, plus the other two. Although I don't think it will be enough...
And that doesn't mean we can't buff Solidarity to give info in the meantime. BHVR seemingly has no plans to fix that info at large problem, so it's not really an effective counterargument against Solidarity giving info.
"That's honestly not crazy."
I can assure you if Solidarity were buffed to be a 1:1 ratio it would become absolutely absurd. The only reason healing people while injured appears situational at the moment is because survivors simply have far too many tools to efficiently heal themselves without others' aid. If you buff Solidarity to try and compete with healing perks as blatantly overpowered as COH and Botany, then you're just throwing in another S+ tier hyper-busted healing perk and making healing as a whole even more overpowered without solving any actual problems. Solidarity is weak and needs attention, yes, but just because there are other overpowered healing perks in the game doesn't mean caution should be thrown to the wind to give a single bad perk a chance to shine. Those other perks need to be brought in line as much as Solidarity needs a boost; that doesn't mean making Solidarity ridiculously strong would be a good idea. Simply lowering the ridiculous power level of some of these insane self-healing builds would already be a huge buff to Solidarity because it would force survivors to rely on each other for healing, creating many more opportunities to use the perk. Nerf insanely good healing perks like COH, Botany, and We'll Make It and then buff lower-tier ones like Solidarity, Bite the Bullet, and Empathic Connection in a reasonable manner to better even the playing field.
"If it's a problem, we could just put a cooldown or limited uses on it."
No. God no. No more cooldowns. I'm sick of BHVR's infatuation with cooldowns, especially on perks. No limited uses either, I would rather have a decent perk that is consistent than an overpowered perk that is not.
"If the Killer tunnels, that's no perk for you"
Making the healing ratio 1:1 wouldn't prevent tunneling from countering the perk; as a matter of fact, the changes I proposed would be better in mitigating that weakness for two big reasons.
- Buffing the altruistic healing speed would allow you to gain more value against tunneling by upping the odds of finishing your heal on the other teammate before the killer can pressure you in time, giving them a chance to withhold pressure from the killer with their refurbished health state, unlike increasing the self-healing ratio where the killer would just get an easy down or even a 2-man slug on 2 survivors who were almost healed.
- An immunity to Hemorrhage would prevent you from losing all the self-healing gained by the perk because the killer forced you to break off and run away. This would also be true in the case of someone healing you instead of you healing them. It would as a whole make the perk stronger in the situation in which it's meant to be strong while also giving it a much more general utility to make it less situational as a whole.
"BHVR seemingly has no plans to fix that info at large problem, so it's not really an effective counterargument against Solidarity giving info."
Do you think BHVR has any plans to even acknowledge Solidarity's existence, either? We're not the dev team. We're talking hypotheticals here, and if we're talking hypotheticals, there's really no reason to cherry-pick a specific bad perk's lack of information when the ideal of "let other people see your build" would be a much better change and probably equally as simplistic as giving Solidarity in particular a cue.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3255771#Comment_3255771
For whatever reason Billy was always causing collision issues. There was a patch he could warp through a wall and not need to vault on the suffocation pit. There was a patch where you could get on top of the combine to make the obstacle pointless.
Those things were cute but they broke the game. Flashlight tech changing direction with vaults does the same.
Those issues were actually problematic. Skybilly was not.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3255161#Comment_3255161
Sorry but mortar jumping in tribes was incredibly broken as it let a heavy fly all the way across the map to fight lights at the enemy base. It was fun but not fair and Skybilly was the same. If you want to "fly" pick nurse.
I don't know what mortar jumping is but if it's as broken as you say it is—skybilly was not NEARLY that strong, sorry. It was a gimmick 95% of the time and more flashy than anything else the 5% of the time it was actually used to gain the upper hand.
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Pyramid Head. I would just look at him in his stupid triangle face and say "I'm content with my current situation in life." and he'd stab himself on the spot.
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@Killing_Time said:
Get better at the game... Nurse isn't getting nerfed. She's fine and has a high skill ceiling.
The only skill ceiling Nurse has to master is basic Survivor movement prediction. You know, the same thing every killer has to master, except with the added restraints of not ignoring literally everything that isn't basic Survivor movement. She's got the predictive skill curve of an M1 killer but the skill curves of tile and map knowledge are almost entirely nullified for her. She is one of the easiest killers in the game because she has some of the fewest things to learn.
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As one of the few people who genuinely use Solidarity, I think that a 100% conversion rate would be WAY too much. I know 50% doesn't seem like much, but at a 1:1 ratio you are quite literally healing two survivors in the time it takes to heal one. That is the equivalent of both of you healing each other with a We'll Make It 100% healing buff active. That's crazy.
I actually made a whole thread about how to buff Solidarity, you can find it here: https://forum.deadbydaylight.com/en/discussion/352946/a-perk-that-i-m-very-sad-wasn-t-touched-in-the-meta-shift-and-what-i-would-do-to-buff-it
If you don't want to read an entire essay on how to buff Solidarity (don't blame you), the basic rundown is:
- Increase its effectiveness and broaden the team utility by increasing your altruistic healing speed by 25% while injured.
- Make Solidarity much more useful in the situation it's meant to be good and also give it a unique and strong general use effect by granting the user complete immunity to the Hemorrhage status effect.
- Streamline the perk by removing the reduction in self-healing gained from cooperative healing.
Regarding buffing the perk to tell teammates you have it: Great idea, but I feel that's not a Solidarity issue and more an issue with the game withholding far too much information from players at large. That is absolutely not Solidarity-specific.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3254875#Comment_3254875
Sorry but that is not true. Need I send you a video where someone is on the hangman portion of dead dog and they bridge the gap to threaten the main building generator without touching the ground?
That was amazing and skillful when someone did it but it was not meant to be part of the game.
I suppose that’s fair enough in terms of arguing advantageousness, but I still hold that they should have embraced skybilly instead of removing it. It was fun and encouraged incredible creativity and even when used advantageously I really don’t see it being overpowered or unbalanced, intentional or not. Some exploits of game design are unfair and problematic but at the same time some of the most fun and interesting game mechanics are born from devs embracing unintentional gameplay, ie. rocket jumping in Team Fortress 2.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3254760#Comment_3254760
How do you go from ground to roof? Teleportation or exploitation of mechanics.
I think what you are saying is : Sky nonsense made Billy a little more viable. If so then you are not wrong. But why just not ask to make Billy viable again?
It didn’t make him more viable. It provided no real advantage to go where skybilly enabled you to go.
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The worst part is that the basekit FoV increase from the last survivor standing mechanic is disorienting and uncomfortable to me, someone who doesn’t even suffer from motion sickness. Imagine how awful it must feel for people who already do. But since the LSS FoV doesn’t stack with Shadowborn, it’s going to make that perk even more mandatory for unfortunate souls who suffer from motion sickness.
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Survivor: Hyperfocus, because turning gens into a rhythm game makes them much more fun to do.
Killer: Shadowborn because please let me crank up the FoV in the settings menu.
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@Jangles said:
You guys will get mad about anything ahaha
That’s what I say to Feng players who whine at me in the post game chat for killing them.
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@Pulsar said:
The Feng mains get spoiled but when do I, the oppressed Steve main, get to have what I want
https://us.v-cdn.net/6030815/uploads/ETGGNTAOL8NV/z4tc9zxpbrx91.jpg
W H E N
I stand by the statement that the worst part about losing Stranger Things is that Nancy will never ever get a Robin legendary skin, but this is a close second.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3253575#Comment_3253575
I would like to have 2018 Billy back. The addons that made him strong could not be used every game. He had a strong power that was good but only in a straight line.
You can keep all the skytech as I don't think that is good for the game. If you want to teleport play Nurse not Billy.
To be perfectly clear though : Billy is a pathetic killer choice right now. The only time I would use the saw is to zoom from one part of the map to another unless someone was massively out of position (say around a hill with no nearby tiles).
Sky Billy wasn’t about teleportation, it was just about getting to roofs and other high places you couldn’t before. Hell, it wasn’t even really advantageous, just funny.
If we can’t have sky Billy at least let us have space Billy back.
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My only real issue with Dead Hard right now is that reaction dodging is pretty braindead easy and way too strong right now against specific killer powers. Things like Huntress hatchets and Wesker dashes that frequently create situations where you need to commit to a power usage because if you hesitate or wait, your window of opportunity is lost. In situations like these where the option of baiting, zoning, faking, etc. is not feasible and you must commit or else let the chase be extended, Dead Hard allows survivors to just wait for the killer to use their power and then press E accordingly. You could do this before, but imo it’s much stronger now because of the on-hit burst. Something needs to be done about that. Other than that I would adjust it so there’s a brief like half-second period after using it where you can’t throw pallets to eliminate situations where you just E underneath a pallet and create situations where the killer either hits you and gives you a third health state or waits and then gets a pallet thrown on them as soon as you’re done with the Dead Hard animation.
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There are two big issues I see with Wesker.
-The first is that the passive Hindered is a pretty unhealthy mechanic and can very easily win you chases that you shouldn’t be winning. I think the instadown on slams at full infection is already incredibly strong; being able to be instadowned by a power as good at countering loops as Wesker’s dash is incredibly scary. It really doesn’t need Clown’s entire power as a secondary effect. Solution? Remove the Hindered.
-The second is that the pallet/window vault ranges from completely useless to borderline uncounterable depending on where it’s used. At regular loops like jungle gyms, rock loops, etc, it pretty much doesn’t do anything since the survivor will run around the loop again before you can hit them. At pallets or windows that are too big to be looped like that, however, it’s a lot stronger, and on pallets or windows that lead to a drop you’re basically guaranteed to get a hit if he pulls out his power—run through the pallet/ignore the window and get grabbed, or drop/vault it only for him to do the same and lose zero distance in the process so he can immediately M1 you. It’s extremely zoney in these instances. Solution? I don’t really know. I think the whole Legion vault thing was a cool idea, but doesn’t really translate too well into gameplay and balance, but at the same time I don’t think it’s so problematic that it needs to be removed or replaced.
One more thing. I would like to give Wesker a singular buff: If he slams or throws a survivor into a breakable wall or dropped pallet, it should break. Would be thematic as hell and a lot of fun to see happen in-game.
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@AssortedSorting said:
Horror or jaded horror aside, emotes point the game more into absurdist comedy.
While I am a fan of absurdism, I think that should come about via player interaction rather than pressing a button.
Demo and Nancy staring at the sunset on Dead Dawg’s railing vs Demo flossing over Nancy’s downed body.
If you’ve ever interacted with a Nancy player you would realize how cathartic that latter scenario would be
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3254366#Comment_3254366
What do you mean, wasn't Freddy added in 2017, what broke the atmosphere for you
It just stopped being scary, the fear rapidly declines as your familiarity with the atmosphere and gameplay loop increases
