Luigifan64
Luigifan64
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- Luigifan64
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Give Head On a range indicator while in the locker and increase the stun time to 5 seconds and it will be perfect.
Or make it a cooldown perk instead of an exhaustion perk. What you suggested would be great for it, but the perk as it is now is not good enough or consistent enough to be an exhaustion perk. Another thing could be to remove the 3 second prerequisite while keeping it as an exhaustion perk, it'd at least make it worth being an exhaustion perk.
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Hello guys! Some time ago, I've got a few ideas to rework/buff some perks that cannot find their place in any perk build.
Spine Chill, Prem, No Mither, Pharmacy, Wake Up and Left Behind also need some serious re-works. I have one objection to your idea for Resilience though, that being that the perk will no longer affect vaulting; I run this perk (sometimes with Spine Chill) exclusively for its faster vault speed. I also sometimes use it with healing builds just to give it that extra umph, but removing its ability to vault faster would make this perk's usability drop to 0 for me. Similar to how Leader no longer effected vaults or gens, it would just become a dead perk imo.
Edit: Some other random perks that need minor reworks are Diversion, Solidarity, Head On, Buckle Up, Dance With Me, Windows of Opportunity, Vigil, WGLF, and Detectives Hunch. These perks have small issues that could be easily fixed to make them actually usable and most of them I have ideas for how to make them better, but I figured I'd still mention them because I think they need changing.
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@Chaotic_Riddle said:
@Luigifan64 I think I hold that record right now with my downvote post...I didn't even want the title
https://forum.deadbydaylight.com/en/discussion/60702/the-point-of-down-vote-is
Jesus, I think the people who downvoted you are memeing, but it's kinda hard to tell¯\_(ツ)_/¯
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/60761/can-this-post-be-the-most-disliked-on-the-site
It killed someone? Who!?
Was it the Claudette that sandbagged and farmed me twice? Because if it was this post is my new best friend.
Nah, it killed your entire family while you weren't looking; this post is a crafty SOB so you have to dislike it while its off guard in order to truly defeat it.
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@Hoodied said:
Bad post, you should be punished
Oh nooooooooo
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@Saint_Ukraine said:
I'd like to see how it would worked stacked with Resilience. Though, I imagine they wouldn't stack it if it would make it OP.
But you can already stack Resilience with Spine Chill and it isn't OP (plus SC has 6% at tier 3 so it wouldn't be that much faster if Lithe did grant a 5% vault bonus).
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@Trikset said:
Lithe is a Sprint Burst you can selectively activate while using your standard Sprint without wasting it like Sprint Burst does. This is of cause situational as to weather you can find / get to a vault position in time during a chase.
Alone Lithe is not bad, not fantastic but when you pair it with Quick 'n Quiet and Dance WIth Me all of a sudden they all become extremely viable.
Upon further reflection I feel that Dance With Me and Quick 'n Quiet could be merged together so that you run to a window / fallen pallet and vault through it silently
But Lithe by itself is fine just because you get to pick and choose when you use it unlike Sprint Burst where you have to restrict when you run so you don't waste it.
But you can just run with SB when the exhaustion bar is almost refilled, sure it's a little more inconvenient, but it works just fine and you can just stop running for a second to use SB if you need it. Lithe doesn't have that, you need to find an object to vault and you need to be able to play around it so that you can't get downed; which is why I think it'd be nice to have a 5% faster object vault speed. I do agree with you on the Q&Q and DWM combo with Lithe, but I don't always want to run those three perks because they can get boring quickly; and now that you don't have to be in chase to use Lithe, I can't even use two of the perks out of chase anymore because I'd waste Lithe. Not to mention that using 2 other perk slots just to make 1 perk more viable isn't something that should have to be done; a perk should be able to hold its own (without being overpowered of course). Plus adding on a 5% vault speed wouldn't change that combo much, seeing as it'd still have the same effect, but you could at least get use out of Lithe if you're exhausted.
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@doitagain_ said:
Lithe just got a buff when the chase requirement was removed last patch. I think it's in a good spot.
Btw, none of the exhaustion perks you listed have a "secondary ability" other than Balanced Landing.
Sorry, bad wording on my part, I mean that they provide something other than just a sprint, e.i. stagger reduction, a stun, or I frames. Yes not all of them have a secondary ability like BL but Lithe is similar to BL in that they both require a prerequisite in order to get the sprint. The other two perks (DH & HO) also require a prerequisite in order to use them, but they provide an arguably better ability than a speed boost to compensate for their counters (although HO is very inconsistent and under-powered, but that's a different topic). Lithe doesn't have something like this, which is why I think it'd be cool to have use even if a survivor is exhausted. In regards to Lithe's "buff" I preferred it when it could only be used in a chase because I could Q&Q vault with it without wasting Lithe and having to walk for 40 seconds. Sure that's just my opinion but I find this "buff" to be more inconvenient than anything seeing as I only use it in cases anyways.
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@NuclearBurrito said:
I'd make it speed up medium vaults.
So you'd have it just speed up medium vaults and not the fast ones?
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/424097#Comment_424097
@harley_gibson The problem isn't the perk itself but when it's combo'd with other perks it ends up being a problem. Mix it in with Adrenaline, Dead Hard and Decisive Strike and you basically have a survivor who can dodge an insane amount of hits and TANK a lot of hits. There's nothing you as a killer can do about it, unless you're playing Leatherface or Hillbilly.
Which is why I think each perk should have a point value, and you'd have a certain point limit so that you couldn't use all those perks that you described at once.
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@Milo said:
The only buff it could get is giving a small ms during the game (after you finish a gen) so you get hope as you complete more gens.
1 gen = 1%/2%/3% for 30 seconds
2 gen = 2%/3%/4% for 30
3 gen = 3%/4%/5% for 30
4 gen = 4%/5%/6% for 30
5 gen = (what it is now) 5%/6%/7% for 120 seconds
Yeah, like Fire Up for survivors, I like that idea
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@Entità said:
Other opinions?
Nope, I'm still sticking with the more focused Plunderers idea.
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This perk is very outdated and nowadays sees no use (except from Adept Doctors) because it mostly works against flashlights (which have been seriously nerfed since the perk appeared in the game) since the other iteams are generally used far from the killer, and Franklin's Demise achieves the same goal but better, since it also counters insta-heals.
It'd be too strong with other perks and it would be super annoying on Doc, I do think the perk needs to be changed, but not in this way.
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Add not a big speed boost but a 30%, 40%, 50% speed bonus and remove the exhaustion going from 60, 50 , 40 and make it stay 60 seconds all tiers.
Honestly it just shouldn't be an exhaustion perk, just have it be a timer perk; also make the range & how it hits a killer make more sense. Make the perk hit the killer if the survivor touches the killer or if the killer is right next to the locker, HO at the moment never hits when it should and the timing is super weird. Maybe increase the range a little bit and take the timer down to 2 seconds, but I think making it a non-exhaustion perk is good enough.
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Billys ability to quickly move across the map with absolutly no consequence at all just so he can one shot people before they even detect his terror radius when he curves around the corner after traveling a large distance across the map is beyond broken; he can destroy everyone the majority of the time in less than a few minutes, even when they don't mess up cause he has no penalty to having such powerful advantages.
Saying Billy is more broken than Nurse OMEGALUL
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Does that mean all healing cannot exceed 100% or just that We'll Make It doesn't stack itself anymore?
It is strictly talking about the perk itself, way back in the day you could stack We'll Make It up to 300% to all healing (even yourself) after every hook for like 3 minutes. They nerfed it pretty fast because it was very OP, and with it the perk at tier 3 couldn't exceed 100% because the perk itself already gave a 100% bonus at tier 3. Lower tiers COULD (and still can) stack with multiple unhooks, but each tier can't pass 100% with the speed heal. This effect CAN and DOES stack with other perks and items like Leader, Botany, and medkits. The description is a little confusing, it always has been, but it is meant to have other perks stack with it, they just changed its description a little bit to make it a little less confusing than what it used to be.
@xllxENIGMAxllx said:
yes all healing cannot exceed 100% so botanic knowledge shouldn't stack.
This is straight up wrong.
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An ebony mori should require more effort since it rewards the killer an easy kill.
Honestly the only thing that could be done is allowing new DS to be used against a mori if DS's timer didn't run out, even then that's a big maybe.
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@GraviteaUK said:
https://forum.deadbydaylight.com/en/discussion/comment/404126#Comment_404126
Grabs require precise timing and require the survivor to make a huge oopsie that's not a reliable counterplay at all.
Exposed, Only MYC is reliable on this, DH can be removed before it even hits 3 stacks, NoED can be removed and Rancor only works on 1 target and does not work with Plague, Legion, or Huntress reliably.
M2, Currently MoM affects Hatchets and Leatherface saw.
Aura revealed to the killer if they also have DS means the killer has to slug or risk the DS.
The problem is neither of these perks on their own, the problem comes with running them together.
MoM also is used AFTER BT.
You can say "No tunnel/camp" all you want but even the devs admit sometimes that is the correct play to make.
But don't worry you will all be back when you back every killer into running NoED and Ruin in the same build and 90% of the killers you run into are Nurses or Billys.
Um, no, MoM does not gain stacks with Huntress hatchets or Leatherface's chainsaw. Rancor can be used on multiple survivors if they have DS. Your point about the aura doesn't make sense because it doesn't indicate at all if the survivor has DS, besides DS can only be used if you tunneled someone down after an unhook so the two don't correlate. NOED is a guaranteed perk in a match if all the gens are done (very rarely do survivors do every totem) but MoM is not a guaranteed perk due to a number of different variables that other people have mentioned.
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@Ihatelife said:
All I want to see in this perk to be changed is more ways to gain a tokens.
I remember the days where it gave up to 200% BP bonus with 4 tokens, those were great times until they nerfed it. They should just make WGLF and BBQ have those values again imo.
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The chase music is still way too loud, especially on certain maps (Mt. Ormond comes to mind).
This is in the right spot (it could even be a bug idk), but I haven't noticed the volume get louder on the killer side; however that might just be because I've never really paid too much attention to the music as killer.
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@Mister_xD said:
yas fredi ovapoward af.
iz no fun to plai against. plez nurf imediatley or i wil uninstahl >:-(
(wouldnt it be hilarious if one of the devs would respond to this in a similar way? xD)
eye no, isnt deez devs dumb? Can’t not believe da devs ad suc OP spookc man. Lettuce start petition to delet pizza man >:(
(I hope one of them does, that’d be hilarious. Responding to these “great suggestions” would be a hoot and a half.)
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@Mcfred said:
Why do I feel like this guy is Asian and doesn't know english? Lmao
Please say you're joking because I even put a disclaimer on this post if the April 1st upload date wasn't obvious enough of a hint that this whole thing was a joke.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/393247#Comment_393247
How would vigil effect Myers t3?, DH?, HG? Oh and NOED and MYC.... you know these are perks dude? I can understand certain timer mangled addons or blindness from huntress... but the exposed effect and recovery while running would be a bad choice
No, Myers, DH, and NOED do not have timers on them, it would only apply to effects that have timers on the survivors' screen i.e, HG or MYC. They would not affect a killer ability, seeing as no killers yet apply a status effect that runs out as their base power; the closest one is Doc, but that work for making madness go down faster, however the meter on that takes so long to wait out without the doc bringing it back up again that it wouldn't be an issue. Basically, any status effect that appears in the corner of a survivors' screen that also has the "countdown wheel", new Vigil would affect it. Also recovery while running and recovery from exposed are 2 separate ideas. The 1st idea only has the recovery to exhaustion added onto it because honestly that's a good enough of a buff that requires sacrificing a perk slot if you wanted that ability. It they didn't want to go that route, then the second idea also a buff that makes the perk actually worth running because it actually affects all status timers instead of just a select few, as well as having a stat buff to make it more effective.
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Can we please buff this to maybe idk something that sounds like this..
Honestly I think 1 of 2 things should be done:
1) Keep it's current stats, but add an 8% wiggle
or
2) The wiggle effects go up to 50/75/100% and the auras of hooks are blocked by 14/28/42 meters.
I personally prefer the second one because killers will have to actually look to see where hooks are and be more visually aware of where things are, and it isn't just a boring "wiggle faster" perk.
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Vigil is quite garbage: it deserves a slightly buff. Keep calm: no Exhaustion recovery while running.
There was a post I did about the Elm Street perks a little while ago, and I had 2 ideas for it. There was more to the post (such as full description and quotes from the movie), but I'll put the basic change ideas here.
1) Vigil keeps it's current stats, but it lets you recover exhaustion while running (like exhaustion used to work, so the time is doubled, but 10/15/20% is taken away from the total time).
2) Vigil is a global effect like Open Handed and it can be stacked, the values would be bumped up to 15/20/25% decrease on status effects, and it would now effect exposed timers and the Doc's madness bar (and whatever the other status effects are currently with a timer). In addition, if you are the ONLY person running Vigil, you give the whole team a 40% buff (if anyone else uses Vigil, it would just stack together instead of going with the 40% value).
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Pharmacy is one of the Quentin's perks, which are well known to be really weak, almost trash. Wake Up got a good buff recently.
Honestly I think Pharmacy should be a more focused plunderers, meaning that you can pick one item from an item wheel to get a higher chance at getting that item. It would still keep it's other values, but it wouldn't give you a green medkit on your first search by default unless if you pick the green medkit. It'd also tie in with the movie because Quentin knew how to get what he needed for any situation, not just first-aid. So giving the option to potentially get what you need in a situation rather than just get a green medkit would be a good buff and would fall in line with the source material. In addition, it could be stacked with plunderers, making the 2 mesh better together.
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@XavierBoah17 said:
The point of exaustion add ons are to limit survivors choices in a chase. You want to loop the killer at that pallet or do you want to loop him/her at the killer shack? Or go up this mountain and make it to the T walls? *Clown throws bottle with exaustion add on* welp guess im gonna loop him at the pallet instead.And they'd still do that, none of the ideas I proposed would change that, they'd just make it so that a brown addon isn't as powerful as a green one or make the addons more manageable (depending on the idea that I proposed).
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@Master said:
@Luigifan64 Its because of the spaghetti code
To be fair to them, it's not spaghetti code, I've seen how their coding process works and its just that so many different stats and value changes rely on other things that if something gets changed it has an impact on other things that they might not have thought of right away. I can guarantee that they fix a majority of bugs before a patch comes out, but the ones that slip through have a lot more weight because we weren't the ones that had to fix them.
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@not_Queef said:
https://forum.deadbydaylight.com/en/discussion/comment/387640#Comment_387640
I've had multiple games where I have depipped because the killer disconnected.
It's not just on the end screen. I think this has only been happening since the patch last week so hopefully it will be fixed.
That is really odd, it obviously shouldn't be doing that, but I haven't had that bug yet so I thought that it wasn't in the game. Clearly it is but its just weird how inconsistent bugs are in this game.
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Nobody uses this perk, so here's a buff / rework idea. To keep Wake Up in line with being a semi-counter to Freddy, I thought this was a nice idea:
I actually had a buff idea for this perk in a general Nightmare on Elm Street DLC perk buff post, but I'll just say the Wake Up! idea here.
Wake Up!: Your past experiences with Freddy have taught you keep yourself up and forced yourself to be at peak performance; you receive a 5%/10%/15% boost to all actions. However, should you be hit by the killer, you will become tired and have a 15% decrease to all actions, until you are healed. Wake Up! will also show survivors your aura when opening exit gates.
“Wake up, Nancy, wake up. Nancy Please.”
-Quentin Smith
The idea around this is that Quentin can keep himself up and perform at his best as long as Freddy doesn't get to him and hurt him, because when he does Quentin loses energy and starts to be less effective with what he's doing. It also makes sense because you want to stay "awake" in order to help support your team and "falling asleep" would be kinda like a diet Freddy because of the decreased action speed. It's almost like a reverse resilience in a way, but the killer has to hit you in order for your perk to be countered. When I say there is a 15% decrease, I mean that Wake Up! will make your actions 15% slower, I'm only clarifying this because some people think that being injured will make you just do actions at normal speed, which is not what I meant.
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Developers why is it when a killer dc's survivors depip it is unfair and in a way I would considered that taking the game hostage I am tired of killers dc's…
You don't depip though, it only looks like it on the tally screen, but when you go back to the lobby the pip is back. Now if all 4 survivors DC, a killer might not even safety pip if they all DC fast enough with the new system.
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@Entità said:
I agree Dying Light should be reworked, to slow down gen rushes without condemning the obsession to an immediate death.NEW DYING LIGHT.You become obsessed with one Survivor.
Each time you hook or kill a Survivor you gain a token, if the Obsession is still alive or has escaped. Each token gives all survivors who are not the Obsession a penalty of 2/3/4% to Repair, Healing and Sabotage speed. Each token increases the Obsession's Repair, Healing and Sabotage speed by 3/4/5%.That's a strategic perk: the killer must slow down the Obsession's work without killing them, to gain more tokens during the trial.A decent idea, but there's one problem, the perk no longer makes sense. It's called Dying Light for a reason, it's proposing the "what if" scenario where Michael Myers killed Laurie before her friends, killing any chance of success along with her. Your idea doesn't fit that parameter because the obsession has to be alive in order for the perk to work. Despite all of what I just said though, I DO like your idea and think it should be a separate perk, maybe something like "Tenacious Fear: You know how to damage survivors, but the one who harmed you keeps you away from wanting to kill them. You become obsessed with one survivor, (your idea here)."
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@Shad03 said:
The thing is, the devs removed them to save time and money when making maps. It took time to render each and every last map to fit which lighting was used.
I still feel like they could bring them back for the maps they used to work on though, sure they'd be totally worthless on the Spirit map and beyond, but it'd still be cool to use them on those maps that DO have those multiple renders available.
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@Entità said:
@Luigifan64 Once upon a time there was the sabo meta and Bond was changed not to show the Aura of the survivor on the killer's shoulder. Today that risk is over. SWF people know where their friend is being hooked, so the Aura is irrelevant; on the other side, solo players could get some extra info from that slight Bond and Empathy rework. With the new ranking and matchmaking, solos need some love from Devs.
I remember that sabo meta, I started playing around that time and Bond was changed after sabo was changed. At that point hooks re-spawned so I didn't know why they changed it afterwards, seeing as sabos had to be actually planned out and timed. However I do think that Bond at least should be able to see auras on shoulders again.
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So at the moment the only offerings that are secret (that are actually used) are moris and Shroud of Binding.
Also the splinters to try out a killer, there have been multiple times where I think a killer has a mori, but it turns out they were just testing out a killer for a game or two.
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Aftercare SHOWS the Aura of the survivor carried by the killer to the hook, while Bond and Empathy DON'T.
Bond used to show the aura on the shoulder of the killer, but it was change for some reason. Empathy has never shown the aura of the killer carrying them because it has always said it in its description. Empathy doesn't because someone has to be injured, which is very easy to have happen and it has an "unlimited" range. Bond is limited to a radius around you, but has no prerequisite so I kinda see why it doesn't show carried survivors; however I'm not sure why they changed it. Aftercare however requires you to do something or have something done to you that takes time and could endanger you. Not to mention if you get hooked once, the perk goes away and you have to get all those auras back again, so having it not be restricted because of its prerequisite makes sense.
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@GrootDude said:
@Luigifan64 make the stun start while you’re rushing out but increase the stun one second.
That could work, possibly in conjunction with a lower exhaust time?
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@GrootDude said:
@Milo I’m a sprint burst main, @OP head on is honestly garbage it needs something done to it but not removing the exhaustion.
What would you propose?
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@Wolf74 said:
I learned one thing in this forum, at some point I stop debating with some people, because it won't lead anywhere.
Your lack of understanding game mechanics and basic calculation skills is making this pointless. And I am tired of this accusations about "wanting a 4k every game". No real killer main says crap like that and still survivor bring that up (when they run out of arguments).
I'm done. Just claim yourself the winner.
I've learned one thing about you, there is no point to debate with you, because it never leads anywhere.
Your assumptions about how I approach this game and thinking that I don't know how to properly play it is making this pointless. And I'm tired of this accusation from you of "wanting free escapes". No real survivor main says crap like that and still killers bring that up (when they run out of arguments).
I'm done with you. Just claim yourself as the only right opinion.
Do you see how it doesn't help by being so one sided? Thinking like this just leads to back and fourth arguments that go nowhere. In regards to the "must get a 4k" point I made was based on your play-style as you described it, the killer's that I face who play similar to you are trying so hard to kill all 4 survivors that it removes any fun that could be had from the game. The most important part about this game for both sides is fun, and keeping it so that both sides can experience that is priority number 1. Survivors can be the cause of the killer not having fun too, but you weren't describing how you play survivor (if you play survivor at all) so I didn't go into that side. You claiming that I don't understand how the game works and that I don't know how to calculate how to be most effective in a match just because I value making the game fun for both sides over winning is ludicrous. I'm "sorry" that I have integrity for the people I play with and care about their experience in a game, but that doesn't make me a bad player because I decide to be more lax and have less of an attachment to winning. If I cared about winning I would run Ruin, Sloppy, NOED, and Thanataphobia with the most powerful addons on every match as killer and SC, DH, Adrenaline, and Deliverance with insta-heal medkits every round as survivor; but I don't because (again) I value what the other side is experiencing. Being the most effective in this game is the main way to completely obliterate any fun from the game. Simply trying to devalue all of this by claiming my argument is invalid because I have "a lack of understanding game mechanics and basic calculation skill" is simply to fit your narrative; because it's the only way for your argument to hold any substance.
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You know that you should know what your talking about before you dismiss an idea, because if you’ve actually used SB before being able to pair it up with HO is not as easy or as effective as you claim it to be.
@Wolf74 said:
Use Head On and Sprint Burst away… yea, sure, sounds perfectly balanced, right?
*facepalm*
@Kind_Lemon said:
You guys must not use Sprint Burst if you think you could use it after using Head On (if the latter was not an Exhaustion perk). The time to get out of the locker (which is a rushed action requiring th sprint key) takes up the first 1.25 seconds of the Sprint Burst in animation and lack of momentum. That’s already not very much Sprint Burst left. It’s less efficient than stunning a killer at a pallet and then walking to get Sprint Burst off of 1% Exhaustion.
I think a cooldown separate from Exhaustion would be justified in a world where the current game mechanics were smoother and more robust.
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@CydoniaTV said:
https://forum.deadbydaylight.com/en/discussion/comment/379858#Comment_379858
With the pip threshold changes, adept achievements are A LOT harder to get. If you're red rank - Good luck getting adept achievements.
Oh right, whelp time to get them around rank reset I guess. 🤷
It should be changed then, but I think the requirements for them should be more lax at higher ranks.
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@Wolf74 said:
"but it is your fault for deciding to go after the unhooked survivor instead of the one who unhooked to punish them for their ######### gameplay decision."
I do punish their gameplay the best way possible, by removing a player and "winning" the game.
Spreading out the damage -including hooks- among the team is only benefiting the survivor.
And it is not about how important the "game" is, if you don't want to win a game, maybe you should not play competitive Pvp games at all.
That "it's just a game" excuse is just for people who run out of arguments.
You want killer player to play stupid, so that you -the survivor- get freebies and can get an easy win.
Just admit it and stop hiding it.
Ok, this explains more, this is all because of close mindedness. You claim that saying that a video game is "just a game" is me running out of an argument, but it only proves that you take this far too seriously. You're trying to deflect an argument because it doesn't fit your narrative of "game only worth playing if I get kill, must tunnel for 4k." This is in fact a PvP video game designed to be fun for both sides, which for some reason you're trying to push to the side because if you do it boosts your unfun gameplay style to seem like they're ok; and so you can just ignore the biggest flaw in you're playstyle if you just claim it as "not a valid argument." All I care about is if I get is if I got a lot of points and if I made the game a fun experience for the survivors and me. Spreading out hooks gives you a higher point gain (from chasing/hooking as well as BBQ&C stacks) as well as getting every survivor closer to death as apposed to just getting one dead with the rest getting things done in the time wasted tunneling one person down just because I have a hard on to get a 4k. You can still win a game if not all the survivors are killed, as long as you keep map pressure up while chasing and hooking survivors a decent amount. Making sure that people want to actually keep playing this game and having a good time is very important to me because I care deeply about players enjoying this game as much as I do. This game is really something special that I don't think anyone will be able to properly capture again, and I want the devs to be supported on this project for as long as possible so that this game keeps its large player-base.
I can't believe I have to clarify this, but no I don't want every killer or every survivor team to be dumb because then it's not fun for the other side and the "win" doesn't feel deserved. If I have a dumb killer, then they're not having fun because they're still learning how the game works and getting crushed by a team (even if they're not toxic) doesn't feel good when they're newer. If I'm a killer and the survivor team is dumb, then I feel bad killing them so quickly because they didn't get to play the game for very long with a really small point gain. In either scenario I'll either let the killer kill me or let the last survivor escape because I want them to at least get some points so that the time they spent playing wasn't fruitless.
Oh, sorry, I should probably deliver an accusation that has no substance so that my own argument loses value.
"Claiming that a fictional computer game designed to have fun is anything more is just for people who have no ground to stand on.
You want survivors to play stupid, so that you -the killer- can tunnel and get an easy 4k.
Just admit it and stop hiding it."
(You see how easy it is to just say this empty fluff about the other side without any actual input or contribution?)
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As a survivor you only have to escape with the 3 unique perks, but as killer you have to sacrifice all 4 survivors and you have to get 4 Iridescent Emblems.
You don't have to get all 4, you just have to get a merciless killer at the end of the match so you could let 2 escape if you played the match well enough.
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@ChesterTheMolester said:
https://forum.deadbydaylight.com/en/discussion/comment/379830#Comment_379830
You forgot that dropping a survivor by itself does give 30% to the wiggle bar, and moving away from a hook is not exactly difficult unless you are blind.
Yes, but then you're not recovering, meaning that Flip Flop wouldn't be used and in the instance of killer dropping; someone who is dropped will most likely be healed or wiggle out if they get picked up again anyway so not much changes here.
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@Wolf74 said:
"Just don't pick the survivor up, don't tunnel, or do other things?"
So... don't pick up? The next survivor will call that unfair, because slugging is "unfun".
And I risk them healing up to be ready for a run pick pick up or Unbreakable.
Don't tunnel? Why not? Why should I play stupid and don't remove a player from the team ASAP? How about survivor stop doing stupid unsafe unhooks? Why do the Devs punish the killer player for bullcrap the survivor player do?
Ah the heart of the problem, this is why BT and the new DS exist to prevent ######### gameplay tactics that killers can do. You say that it's not your fault for the survivor's for doing an unsafe unhook, which is true, but it is your fault for deciding to go after the unhooked survivor instead of the one who unhooked to punish them for their ######### gameplay decision. If you went after the unhookee, then guess what? That counters 2 perks that would waste your time and lose the pressure you could have gained by going after the other guy.
In regards to slugging, there's a lot you could do to run out that timer if you're THAT worried about getting stabbed; kick pallets/gens, look for other survivors nearby, go to other gens to get some unexpected pressure, etc. If you're worried that the survivor will get healed while their down just use Nurses or Sloppy; Nurses is already a main staple on most of my killer builds anyway, but I've never had to use it for this because I will always go for the other person. I get more points and the survivor has more fun because I didn't tunnel them down like an ass just because I wanted to win the "all important computer game."
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This is based on the KYF leak, perk descriptions here (spoilers) https://gyazo.com/6190490ee80ca46e64b470ebc3fc08f3 https://gyazo.com/117d4a709e670de72f776c9bfa7dccbf https://gyazo.com/95032b717f7a01b0e5cf89e158f0cdee I like the perk concepts, except flip-flop.
Not really, having to fully recover on the ground without the killer picking you up is super uncommon and hooks now are so close that even if you had your recover bar filled for the 50% wiggle, you'd most likely be hooked anyway. Not to mention pairing this with Boil Over wouldn't do much because that perk still sucks ass and needs a buff; if anything pairing this perk with either Tenacity or Unbreakable would be smarter, but still this perk (Flip-Flop) will be really situational. It doesn't need a nerf, it's mediocre as it is and can only be semi-effective with perk combos.
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@ASurvkillivorer said:
If it wasn't an exhaustion perk it would be ridiculous. You could sit inside a locker and stun the killer then sprint burst off or whatever. Then simply get into another locker with 3 seconds to spare and do the same thing. If ALL you need is 3 seconds you could spend the entire game in a locker literally.
Did you not read the OP? I said it'd have a 40 second cooldown, but it would be a perk cooldown similar to DWM, I'm not saying it should be usable all the time, just not be tied to exhaustion.
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@Wolf74 said:
And what about those killer that do NOT run Enduring?
Just because there is one perk to counter it, can't be the justification to make it op versus anybody who does not have that perk.
Just don't pick the survivor up, don't tunnel, or do other things? That's assuming the timer would be 4 seconds of course, the other option wouldn't really matter seeing as Enduring wouldn't effect it.
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New DS is now an anti tunnel perk and AMAZING for solo survivors, but Enduring completely eats it.
Yeah, either Enduring shouldn't effect stuns like it did in the PTB, or DS and HO should have their timers increased to 4 seconds to counter enduring better. Enduring + a 4 second stun would still negate both perks by a lot (like how it used to) but it wouldn't be the "survivor takes 2 steps and gets downed again" situation.
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@Shad03 said:
@Luigifan64 I only really run it for the lols. Also I think only my Freddy has it on tier three. Soooooooooooo
Oh ok, I take back my harsh comment. I am still happy that it's getting a nerf because of the bad gameplay it promotes but I'm sorry for accusing you of being that kind of player.