Luigifan64
Luigifan64
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- Luigifan64
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@Shad03 said:
Me: -runs Dying Light- Lets do this.
Also Me: -Runs ivory-
Obsession: -gets killed and Dying Light procs-
Me: Sweet.
Also Me: -Has to knock down someone I already hooked cause the savoir somehow gained the ability to vanish from thin air-
Person: Lol -stab-
Me: -Sees that Dying is rendered useless cause I got new obsession without a Ebony Mori-
Me:
I mean that's on you for running Dying Light in the first place, that perk has always been trash and I'm glad it's getting slammed into the ground. I can't wait for the rework they'll do on it to make it actually fun, but in the meantime I'll take the indirect buffs to all the other obsession perks.
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With all the nerf to the number of pallet in each map,this combo is sick. Nerf the first or the second perk
Literally everyone has said why these don't need changing:
1) Throw the pallet earlier in order for them to have to break it
2) A perk combo that wastes 2 slots over other things that can be very easily countered if you know they have it.
3) Play around with jungle gyms more so that you don't have to use a pallet.
Just adapt, sure it can be semi strong when you don't know a killer has it, but after that first time you should know how to get around it; just like how a smart killer will know how to outplay Dead Hard after a survivor uses it the first time.
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Hello Devs, I hope you take the time to seriously read this. I'm a player like many others who suffer from one or more colourblindness.
Yeah, they really should add this but they haven't because they're afraid people will abuse it; however letting as many players actually play their game as they can is way more important than worrying about color correction abuse. People will abuse anything no matter how innocent the intent is so I don't know why they don't just go through with it.
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if only the LOL button still existed 😓
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@Eveline said:
I never had a signature lol. No it is not permanent, 7 days if I am correct.
Ah ok, thank you :-)
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Is it permanent, and what is your signature?
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We got some work to do now Scooby Dooby Doo, where are you? We need some help from you now [Continue it pls 😶]
♫ Come on Scooby Doo, I see you
Pretending you got a sliver.
But you're not fooling me,
Cause I can see, the way you shake and shiver ♪
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@Acromio said:
Pharmacy is good as it is. It looks lackluster only because Self care exists (another reason to nerf it into the ground as it should have been ages ago).
It's really not, the chest searching speed and reduced audio is nice, but it's far too limited, only granting it's main positive on the first chest you search; even if you don't need a medkit. Not to mention that Quentin didn't always need the same thing from the pharmacy he steals stuff from in the movie, hence why it'd make more sense if the perk allowed you to choose any item to get a higher chance at getting it. You won't always need a medkit, you might need a toolbox, a key, or a flashlight with the situations you get into and Quentin should be able have a chance to get what he needs in those situations. Now selecting an item would NOT guarantee you get it (depending on rarity), but it would have a larger chance than if you were just running Plunderers.
Also SC has already been indirectly (but intentionally) nerfed so many times that there's a current no-heal meta going on, and with the upcoming Thanatophobia buff it'll be indirectly nerfed again. SC is fine as is and Pharmacy is a very lackluster perk that needs an extra umph to make it worth running, instead of a perk thats worse than plunderers.
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Make it either activatible by binding a new "pharmacy search" or make us able to search an opened chest for a medkit.
I had an idea for this perk to make it a more focused Plunderer's Instinct, where you you'd have the ability to pick an item from an item wheel before you search a chest and you'll get a higher chance at getting that item. The item rarity chances would stack with plunderers, but Pharmacy would always grant a higher chance of getting the item you want over Plunderers.
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>>>As this is a long post, I wanted to use TL;DR's and Spoiler Tags to help make it more manageable, but unfortunately text inside of a Spoiler Tag is not discernible from its background, so I currently don't have any Spoiler Tag sections.
Ok there's a lot to unpack here, so I'm just going to go with the things that stood out most to me with the survivor perk changes.
1) Changing Pharmacy in this way makes no sense when compared to the source material. Quentin wasn't a pharmacist, he was a teen who knew how to find what he needed at a pharmacy to keep himself and Nancy alive against Freddy. Plus the idea you proposed would be very too powerful, if the idea ever went through it would be better as a new perk. Pharmacy as it is now does need a buff, but I personally think that it should allow you to choose an item before you open a chest for a higher chance at getting it. An item wheel would pop up and you'd click the item you want a higher chance at getting. One of Quentin's traits should be that he gets whatever he needs for a certain situations and not just a green medkit. Keep in mind that my idea would NOT guarantee the item you ask for, but it'd be like a more focused Plunderers.
2) I agree with the Distortion idea you proposed, but I also thinks it needs 4 tokens in total; 3 just isn't enough for a single game, plus I just hate seeing an odd number to start out with.
4) Would WGLF still gain the point stacks even if you lose a token? Because if so I like this change.
5) I disagree with the Botany and SC changes, there would literally be no point to running SC, SC is fine as is. It has a lot of outplay and it wastes so much time that it doesn't need a token system, plus the perk only allowing you to activate a heal and not do a semi heal makes it worse than current pharmacy, especially with this huge buff to Botany. While it'd be nice, this Botany buff is just way too OP, a 50% speed increase is insane and the 53% efficiency gained from using current SC and Botany is the benefit you get from running both. Botany is fine as is and SC is fine as is, they currently mesh very well together and make great healing builds, the new SC you proposed would not be used I can guarantee you that. People would just run Pharmacy and Botany instead to get a more use-able perk.
The other survivor perk changes I'm ok with, I just didn't have anything to comment on your ideas for them.
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I’m sorry, you might have some super compelling and interesting balance changes here, but I literally cannot read the words even when highlighted.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/349564#Comment_349564
Sprintburst has no counter, BL has no counter, Lithe has no Counter, DH depends on the survivor's planning skills and will save his ass if he doesn't get caught right out in the open where a killer can wait out the DH, it can make a difference between a down and another round of looping a pallet or window.
Adrenaline has no counterplay as it even goes off while the survivor is on the hook.
Borrowed Time has no counterplay on any of the killers that cannot manipulate their TR.
DS has no counterplay, new DS will still eat a ton of time from the killer.
Most of the metaperks that survivors use have no counterplay outside of very specific addons or killers and can be used in almost every match, that's why they're meta in the first place.
Also BHVR said they want the killers to be able to hook, you wiggling free will never be granted to you which is why the hooks were reworked in the first place, you being freed will always require impeccable timing by your fellow survivors. That is part of the core game principle.
Literally all exhaustion perks have a counter-play of some sort, an addon counter is still a counter. Adrenaline can be countered with NOED or an insta-down killer and BT can be waited out or you can go after the person who unhooked to counter the perk. Current DS has 2 counters, dribbling and Enduring; the new DS has a very easy counter, don't tunnel.
Running a buffed BO will NOT I repeat NOT guarantee a wiggle off that is not the point, the point is to make it harder and that is the current point of the perk that is in the game right now, but the perk itself sucks. Any killer with eyes and a memory better than a goldfish will be able to counter the perk (even after a buff) without the bland % wiggle increase, that would be boring for both sides.
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@Wolf74 said:
If I get my Remember Me stacks and kill the obsession to avoid him being unaffected by said perk and another obsession pops up… I am "delusional"?
If I avoid hitting or killing the obsession most of the game, just to get and keep my stacks from STBFL or PWYF and all of a sudden that obsession switches… I am "delusional"?
Maybe I even choose to pair those perks (STBFL/PWYF) with Rancor, to get a tactical advantage of not hooking him and just Mori him at the end... and still I am "delusional"?
(Feel free to take my questions rethorical if you don't have a decent response.)
You will literally lose PWYF stacks after swinging 3 times, so unless if you want to never regain stacks after your obsession dies, then this indirect buff "ruins the perk". STBFL will take away 2 of your tokens if you just use M1, so being able to regain those stacks and have the full affect of the perk again "ruins the perk". If you didn't get all the Remember Me stacks and you get another chance to get all of them as well as knowing who to pressure based on the obsession, "ruins the perk". Rancor will now allow you to mori a new obsession if they pop up, which of course "ruins the perk".
Maybe I still run these perks because all of them (minus Dying Light, but hey you're an idiot if you ran that in the first place), have been given a new opportunity to be useful again... and that still makes "all the perks get trashed"?
[Feel free to take my question as rhetorical if you don't have a response that I deem to be correct ;-) ]
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/349442#Comment_349442
What's the point of this "change" then other than to piss off killers who CBA remembering where hooks are while it doesn't affect the best ones ROFL. You're contradicting yourself. The game does not need to become harder for killers.
The point is to make a terrible perk better, that is the entire point of this thread, and do you see perks like DH or the current DS affecting good killers? Not that much, they know how to counterplay both those examples so that the survivor will only waste about 5 seconds of their time. I am not contradicting myself because it is a fact that a skilled killer will have the knowhow to counter perks that they’re up against; and saying that a BO buff would be pointless because killers could counter is very dumb. Literally every survivor perk has a counter in some way by a killer who knows what they’re doing, and a BO buff would be no different.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/349169#Comment_349169
Just no, once I get a survivor downed I earned that hook, stop thinking you're entitled to an escape. Wiggling off should almost NEVER happen, this would make wiggling off way to common for killers like myself who do not give a crap about remembering where everything is.
I run a complete brute-force build with enduring, sf, bamboozle and brutal strenght, do you think I give a crap about remembering stuff?
2 Things:
1) I do not believe that I’m entitled to an escape, I never said that nor do I believe it. The idea I’m preposing would have little effect on killers that have half a brain.
2) You not caring where things are is on you, that’s your fault for not caring, because guess what; most killers do care and pay attention to that kind of stuff. Where the dead zones are, what pallets are up, what windows are open what gen placement best suits them, etc. So your very limiting way of playing leads you to not adapting to things. Like seriously, remembering stuff as killer is how you play it successfully it is 100% your fault for not being more mindful of things. I guarantee that a BO change of this nature would not effect most killers after the first couple times they face it.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/349153#Comment_349153
Want 20 minute lobbies or slugfests? this is how you get them. there's a reason hooking got easier and easier over time. Your idea is stupid, what's even the point of having a 48 metre no-sight radius, it's not like you can run 48 metres and still make it to a hook without agitation and IG in the first place.
Hence why I said the area of effect on aura reduction can be decreased if the range proved too strong. Plus DS has been around for so long without it’s upcoming nerf (granted obsession is the only one who can instantly use it) and there aren’t many people who slug that out, having a BO buff would not cause that drastic of an effect, a killer still has eyes and a brain to remember where they saw hooks at.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/349125#Comment_349125
There's no need to increase the skillcap for killers, there's no need to increase the skillcap in this game at all, on the contrary.
The skillcap is really low rn, in fact, it’s the lowest it’s ever been, especially for killer; besides, making 1 perk better to take it up from a garbage perk to average would only make the odd instance of someone running it would be isolated to that one person. If multiple people run it, so what, a killer has everything they need to be able to counterplay around it. It’s a singular perk change, not a base gameplay change, and a killer would have to do very minimal adapting to counter the second idea I proposed.
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@MhhBurgers said:
The killer is the power role and 1 guy cannot counter 16 possible different perks with 4 perkslots, here's your simple reason. IF you have problems with a specific killer perk then you can try to counter it as a survivor, it doesn't work the other way around.
Also botany is not a counter to sloppy, it increases healing speed no matter what and is a good pick if you intend on tanking hits.
Which is why BO getting either a faster wiggle effect or an increased aura range disruption would be a partial counter to those carrying perks; but as I have stated before, wiggling faster is just a boring change, hence why pulling the killers skill into play with knowing where hooks are is better for both sides. Survivors get a better perk that might help them, with plenty of counterplay from killers who will most likely just hook the survivors as normal. The perk wouldn’t be overpowered, it would just be more useable, making it a mid-tier perk.
Side note, while Botany isn’t a direct counter to Sloppy, it still does negate its effects, giving the survivor running it an 8% increase to healing if someone has Sloppy applied to them. Sure Leader’s 25% is a direct counter to Sloppy, making the healing balance out to normal, but Botany can still a counter to it.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/348980#Comment_348980
Killers should not have to run perks to counter survivor perks for friggin obvious reasons.
By that logic, survivors should not have to run perks to counter killer perks; why should I have to run distortion or SS to counter Nurses Calling or BBQ&C, the killer should never be able to see my aura. Why do I have to run Botany or Leader to counter Sloppy Butcher? I should just be able to heal really quickly again. Do you see how this argument doesn't work? Running Agitation and IG is just an easier counter to the buff I suggested, every killer has eyes to see where the hooks are, hence why the second suggestion I did was the most fair because it doesn't have to have a perk to counter a faster wiggle effect. If 42 meters proved to be too far of a distance (I don't believe it is) then it could be decreased to 14/24/34 meters.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/348479#Comment_348479
If they buff BBQ too, sure, otherwise we'll see all killers turn survivor.. again..
That'd be nice actually
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/348479#Comment_348479
Where the Survivor ques were god awful because no one wanted to play killer and everyone just farmed unhooks for stacks? Yeah, no.
That's why you add the prerequisite of the OP, meaning the tradeoff of having to make safer saves with a higher payout. Hell, they could also increase the BBQ&C point gain to be equal to WGLF so that there wouldn't be an imbalance
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@MhhBurgers said:
No, I don't want anything to make hooking survivors harder, we earned that down, we should get to keep that down.
Any of the changes to BO would not make a wiggle guaranteed, sure it'd give the killer a harder time, but that's literally what every survivor perk does; making BO to actually be somewhat useful, while still being able to countered easily is not something that would be unfair. Again, if you're worried about the small chance of someone running BO (even when it had a buff) then you could just run one of the transportation perks. This buff would make BO's usability increase, sure, but it would be on the same line as Q&Q or Botany, something you'd see every now and then, but not that often.
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@MhhBurgers said:
I don't feel like memorizing hookspawns, memory is not a skill. Next suggestion.
So you'd rather have a faster wiggle? That's the most basic change that doesn't add an element of having to play differently for the other side, it's just a boring stat increase which I know will be less fun for both sides. BO could just have a bonus 8% wiggle, but where's the fun in that?
The only other idea I had for this perk is to allow your A and D inputs to be faster depending on how fast the player mashes A and D (obviously this would still have a cap to prevent from macro spamming, but it'd still allow faster wiggle based on the survivor).
I still think that my second idea is the best one because it requires more of the killer than "walk to glowing orb and press space"; memory is a skill, if you've been playing this game for at least 200 hours or more you should be able to a least know where hooks are generally and that only accounts for maps where you can't clearly see them. As I said before, most maps are very open and one to two hooks can be seen very clearly from almost any point on a map.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/348507#Comment_348507
How many more free escapes do you want as a survivor after going down, this is my question.
Also no, not every map is a map that you can rely on sight. You'd regularly lose people on Cornfields, the Game, Haddonfield, Bedham depending on where the survivor goes down.
None? I don't expect this perk to increase survivor wiggle off rates by more than 5%, it would make the small instances where BO could be useful actually useful. Cornfield maps, Bedham, and Haddonfield aren't hard to see hooks on at all imo, plus I know general hook spawn locations on both which wouldn't be a problem for me if the second change went through. The only ones I could see a potential problem on are The Game and Lery's, more so The Game than Lery's. Lery's has hook spawn spots that can be seen easier because of the long hallways and fairly predictable hook spawn locations; it also doesn't have many blocked off pathways so actually getting to a hook isn't that bad. The Game is the only map I'd see any large amounts of trouble finding hooks on, but that is just one map out of the various ones in the entirety of DbD. Plus BO (the second suggestion) could be easily countered with IG or Agitation if the killer really wanted to chase down those far away hooks, but they'll most likely just find one that is nearby because of their spawn points.
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The "Daily Ritual" system we have in DbD isn't quite as you'd imagine a system of similar style to be in another game.
I mean I like being able to hold on to high point dailies especially if a new chapter is about to come out or if it's one that takes a while (the chase survivors with nurse or do coop actions for 180 sec on survivor). Resetting unfinished ones would be dumb, but having a weekly one with a larger goal and BP reward would be cool, however the weekly one I'd be 100% ok with it resetting to a new one if it was unfinished because of the larger completion time frame.
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@IMAFEEISH said:
https://forum.deadbydaylight.com/en/discussion/comment/344163#Comment_344163
Jesus christ 42 meters?!?!?!? Im a survivor main who would love to see this perk get a good buff and even I think thats way to much lol
It's honestly not, most maps are wide open with hooks that are very easy to see and you usually go down right in-front or next to a hook, so the killer will just see a hook and transport you there without much trouble. The perk (with the second buff) would make the killer rely on sight instead of the bright "look at me I'm here" auras, so it requires memory and skill on there part to find a hook. The only issue would be the two indoor maps, but those are just 2 out of all the maps that exist in DbD and they really aren't that hard to find on either of those maps imo. Plus if the perk got buffed the second way, there wouldn't be any killers complaining about how a faster wiggle would be busted.
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Safe hook rescues just appear while the Killers isnt within a certain range like 32m? and the unhooked isnt chased for a certain amount of time after unhook.
Honestly I wish they'd just bring back the old % increase values, where you could get up to 200% BP; then if they added this requirement it'd balance out the higher % value
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@not_Queef said:
They need to remove the insta-heal component altogether.
People just stay injured and rush the last gen, suddenly everybody is at full health and the killer's work is reset in a completely unfair manner.
This is the crutchiest perk after DS.
DS - needs to be downed and hit a skillcheck at any time, only counter is dribbling.
Adrenaline- needs to have all 5 gens done, needs to be injured/hooked/downed to gain the heal, causes exhaustion, only has specific time frame of use, very easily countered through 1 hit-down powers & NOED, the animation for downing a survivor can create a lag where the survivor has no input.
So tell me, how is this on the same level as the soon to be changed DS? If all 4 survivors are still alive AND none are hooked by the time 5 gens are done then you're the one who is doing something wrong; and even if those survivors didn't have adrenaline you wouldn't have been able to kill them.
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@Wolf74 said:
It makes most obsession perks useless.
Dying Light, Remember me, STBFL, PWYF... all will get trashed.
Um what? The only perk it'll make "useless" is Dying Light, the other perks give you more opportunity to actually use them. Remember Me now has the ability to get more stacks on it if it didn't get all of them already, STBFL allows you to get attack cooldown stacks again, PWYF is only able to gain tokens through your obsession so it will now get a semi-buff from this change.
Also OoO won't be useless, it'll just have a slight range decrease which isn't that bad, especially if you're running DS yourself.
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@Kagrenac said:
That's like removing textures to make the game balanced
I mean textures have a direct impact gameplay that affect what both killers and survivors see, meaning that one could gain an unfair advantage over the other. Clothing physics however don’t give an unfair advantage to either side, you’d simply have better FPS at the cost of goofier looking skirts ; but honestly it’d be worth it if it improves FPS.
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@Hoodied said:
No, because clothing does not effect the fps much, its the maps that do, haddonfield and spring wood drop your fps, I run the most physical clothing in the game, and my fps is fine
P.S Haddonfield also drops ur eardrums
Spring wood and Haddonfield are two of the best running maps for me, the new snow map (sorry can’t remember the name) and The Game run the worst for me, so I guess it just differs by PC?
Also the clothing physics did affect the frames for me; they almost always make my frames dip, especially if the killer or other survivors have a lot of physics based cosmetics. Sure I could just use clothing that doesn’t have physics, but it doesn’t account for the other players and I don’t want to wear things based on how they’ll affect my FPS, I just want to wear the cosmetics I bought. There used to be a point where you could disable the clothing physics through the game files and I did see better FPS while it was in effect, but hey I’m hoping this new optimization update fixes things without having to consider something like this.
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@bendermac said:
https://forum.deadbydaylight.com/en/discussion/comment/344005#Comment_344005
No. When you're hooked and the last gen is done, your adrenalin activates. If you get unhooked you get insta heal + speed boost. Hence this thing needs to be adjusted.
No it doesn’t, they buffed it a while back to do that so that adrenaline wouldn’t be wasted when you got hooked or picked up by the killer.
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As of right now, Boil Over is one of those perks that is really hard to get value out of.
Ok, in order for this perk to get a meaningful buff, 1 of 2 things can be done
1) Keep the perk's current stats, but add an 8% faster wiggle onto it
or
2) The struggling effects on the killer are increased to 50/75/100% and you obscure the Killer's ability to see hook auras within 14/28/42 meters.
Either of these changes would be an effective way to buff the perk because both have easy counters, but make the perk viable. I'd prefer the second option, but who knows, the 8% faster wiggle might get me out of sticky situations more often.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/344068#Comment_344068
The second idea is fine I guess. A little weak but outside of the exhaustion interaction, but the perk's fundamental idea is niche
So if the second idea is too weak what would you say would be a good buff to this perk? Obviously you already know how I think it should be buffed, but do you have any ideas to make the perk better?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/344047#Comment_344047
I'd still say that's way too good. Remember that the times when that is going to come in to play are going to be the most unfun situations ever.
So what do you think of the second idea? Where you don't have the recovery while running, but 4 can stack at all times as long as someone has the perk equipped (so it would be like Open Handed where you don't have to be by the person who has it).
The trade off for running Vigil (the one that DOES recover exhaustion while running), would be using that perk slot just for that ability. However if it proved too strong (we won't really know unless it got tested), it could apply the whole 80 seconds while running and only would apply the 20% while not running; then again I believe using a perks slot just for exhaustion regain is a fair trade-off.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/344038#Comment_344038
Ah, okay. Yeah, I'm referring to your Vigil idea. The upside to recovering from Exhaustion while in the middle of a chase seems really big to anyone who is good at being chased.
I mentioned it in the comment above, but the timer would double while you’re running, so with the effect of Vigil’s 20% decrease it’d be 64 seconds of running before a sprint perk becomes useable again. It’d also be a viable counter to exhaustion addons again, especially against huntress’ 60 second one and any clown one (seeing as how easy they are to hit). But I do agree, a 32 sec cool down in chase is FAR too strong, and I’m sorry that I didn’t mention the doubling effect earlier, it was a piece of information that I thought everyone would just automatically assume even though there was no way to.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/344027#Comment_344027
I'd absolutely take this Vigil over some meta perks. For example out of the perks you listed I would take it over: Prove thyself, Deliverance, Urban Evasion, Botany, Borrowed time and Unbreakable.
You don't give a ######### about the 8 second out of a chase. You take the perk because it brings the cooldown IN a chase from FOREVER to 32 seconds. Or in other words if you can use sprint burst and then maintain a 32 second loop, which a lot of survivors can, then you can get a second sprint burst making it possible to sustain the chase for much longer since you can do it a 3rd time
It wouldn’t be 32 seconds in chase, I apologize that I didn’t preface this in the OP earlier, but Vigil would also bring back the old exhaustion status. That being the exhaustion timer doubling when you’re running. I’m sorry, that was just information that I had in my head that I forgot to specify in this post.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/344027#Comment_344027
Over Lithe, Dead Hard, and the other Exhaustion perks? No. With? Maybe. Also, what do you mean "while outside of a chase?" Vigil as you have written it allows a Survivor to recover from exhaustion while being chased by a Killer.
Oh, sorry, I thought you were referring to the current Vigil, not to the idea I proposed.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/343946#Comment_343946
I wouldn't call it "sacrificing a perk slot" so much as just "using a perk slot". And by reducing 40 seconds of Exhaustion cool-down outside of a chase only to 32 seconds of chasing, I'm not sure it's as much of a "sacrifice" as you think.
So you’re saying you’d rather run the current Vigil over SC, Lithe, BL, Dead Hard, Prove Thyself, Deliverance, UE, Q&Q, BK, Unbreakable, etc. etc. Vigil’s usability is very limited, and no, only reducing 8 seconds of exhaustion while outside of a chase is not worth it, not to mention the 20% decrease just has a small effect on any of the killer addons that actually get used (mainly the mangled ones). It also doesn’t help against exhaustion addons that much because of how busted they currently are, a common huntress addon can completely disable a perk because you no longer can recover exhaustion while running. There are way better, more effective, and more fun perks to run over Vigil, so yes it would be sacrificing a perk slot for it and for the buffed version I proposed. It needs a buff, along with all of the Nightmare on Elm Street perks because they all suck and need more care and love put into them.
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Remove ability to get Adrenaline activated, while being on a hook and then freed. It should ONLY activate while you're injured or in dying state.
But it heals you if you get unhooked? That’s a huge benifit and buff to the perk from the previous version where it would activate no matter what state you were in; so if you were on a hook your adrenaline would be wasted.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/342204#Comment_342204
Note that if you have other abilities tacked on to Vigil, then you're not really sacrificing a perk slot, are you?
Other abilities meaning what? If you’re referring to it’s ability to decrease satus effects by 20% then that would just be what the perk currently is. It would be sacrificing a perk slot because you’re using it over more viable perks (even if it did have its buff).
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@KingSavageGaming said:
Recover from exhaustion while running NOPE!!!
I mean you'd have to sacrifice a perk slot for that ability and it would be a good buff to Vigil to make it usable, but it would be more of a niche perk still because of the better perk options you could go with.
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@Nickenzie said:
My Goal: Obsession Perks should grant you more power than your typical survivor perk but at a cost of something else. They should be risky but rewarding if you can overcome the risk factor.Both of these changes seem like nerfs imo, OoO is fine how it is, reducing it to a token perk that would most likely go off whenever you decide to crouch would make this perk so much worse. The faster hook bleedout bar would make this perk even worse, it's just a worse Alert. Maybe it could be an idea for a new perk? The Sole Survivor change sounds alright, if SS didn't work with the current OoO. The 56 meter range is quite pathetic for that build and even if the idea you proposed for OoO went through it would significantly reduce SS usability, not to mention revealing your aura to the killer completely removes the point of the perk. Plus with this new SS, stacking it with Lightweight would completely remove scratch marks even before your 3 teammates are sacrificed. Also, how would Distortion and Lockers work with this SS? Would they hide the aura when someone dies, and would SS aura reading range apply to it? Honestly both ideas just make the perks far more situational and go against what each was designed to do. OoO is supposed to be a massive trade-off perk where you give the killer ability to know where you are, but you know where they are and can counter play around that to try and trick them. SS is supposed to be a perk that reduces aura reading and it goes hand in hand with OoO when both are at tier 3, it's not supposed to be a perk that actively tells the killer where you are; that's OoO's job, but you have the decision in the matter rather than relying on what the killer does.
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@Landovil_TM said:
(Most of OP deleted because it was far too long in this thread, but I AM commenting on the whole OP)
This should be built into the game.
We distract the survivors from the repair of the generator and make the game rich and vibrant.Honestly just remove the timer but keep everything else about the change, 60 seconds isn't long enough for a killer who tunnels to down you and pick you up; add onto that the other actions they do like kick gens/pallets, look for other survivors, or just slug for the remaining time. Sure it still won't counter moris but there isn't really a change that could make it counter them without basically keeping the perk the same.
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@HeroLives said:
i play solo survivor and idk what’s going on but I seem to be getting better teammatesI get better survivors, but I keep getting people with really high ping and in some instances I get rank 20 killers with a full team of rank 8-1 survivors. I've been playing solo so its not a SWF issue, I'll occasionally get lower ranked killers seemingly at random.
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@Dreamnomad said:
I honestly hate this idea. I'll tell you why and I'm not trying to sound elitist while doing so. But I have most of my killers with all rank 3 perks unlocked. I find it rather annoying that the perks are separated into 2 tiers since if I'm looking for something alphabetically it is a hassle to try and remember what rarity the perk is. More tiers means finding the perk I actually want is more difficult.It's actually a lot easier because you now have 3 separate categories instead of 1 annoying lump of purple, I really want to go back to those days before they switched the perk rarities.
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@Entità said:
@Luigifan64 What are you scared by? It's just a gameplay adjournment.
I'm not scared by anything, the change is just too drastic to be implemented as a change to the standard gameplay, it would work much better as a secondary gameplay mode
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@Entità said:
I'm a perfectionist and suddenly had the mental view of the following ordinate progression of characters' development:
1) 5th level = 2nd perk slot;
2) 10th level = 3rd perk slot;
3) 15th level = 4th perk slot;
4) 20th level = 5th perk slot;
5) 25th level = 6th perk slot;
6) 30th level = 1st teachable perk;
7) 35th level = 2nd teachable perk;
8) 40th level = 3rd teachable perk.Consider this:
A) there are 59 survivor perks and 54 killer perks (Legion's and Jeff's included);
B.) at least another killer and another survivor will be released before Spring 2019, so 3 new survivor perks and 3 new killer perks are going to be introduced;
C) six slots mean more combinations of perks, richer gameplay and a better longevity.This game was born with three killers, four survivors and a restricted list of perks, but we are going to have about four times the original number of characters and much more perks, then I think it's better to give six perks each.
Regarding the icons' graphic appearance, with the six perks system
implemented, the perks will become hexagons and the offerings rotated
squares, of course.First solution: the six perks system is adopted for all players with appropriate balance changes.
About balance, if that reform were implemented with the 5-level rarity system restored ( https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks ), the Devs could impose some restrictions about the maximum number of ultra rare and very rare perks that can be equipped by every single survivor (for example, 2 ultra rare, 2 very rare and 2 rare perks), while the killer should not suffer any limitation.
Other balance proposals:
1) the totems can be increased or even doubled, if needed;
2) about secondary objectives, my ideas are specifically explained in https://forum.deadbydaylight.com/en/discussion/27565/secondary-objective-shrines-to-the-entity ;
3) to strenghten killer perks and add-ons (which ones do you consider ineffective or too weak?);
4) to add 15 seconds per gen or a sixth gen;
5) to change some maps' design, so that there are less loops, more mind games, more hidden totems;
6) to eliminate one of the two gates, replacing it with the automatic opening of the hatch, or to lengthen the opening time of the gates;
7) to increase considerably the number of crows or their sensitivity;
8) two or more of the previous corrections.Second solution: the killer chooses how many perks can be equipped by each player in their trials.
Many users have replied that a killer with six perks would never be able to fight four survivors with six perks each. For some it may seem an insurmountable challenge, but others may wish to launch such a venture. There is a very simple way to satisfy everyone, without having to tire the developers with difficult balancing: the killer, in their game settings, decides whether to adopt the four perks system or the six perks system, and the survivors who are matched to that killer will be bound by their choice. The killer, in their role of power, will be able to choose the traditional rules or a unrelenting, thrilling, merciless fight: the survivors will have no reason to complain, and the other killers will be free to act differently in their games. Four or six perks each? Make your choice!
Do you agree?

Maybe as a secondary gameplay mode, but I don't think bringing this change to the standard mode would be a smart idea. It could be an unranked "for fun" mode where 6 perks can be used.
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@MhhBurgers said:
@Luigifan64 said:
Kagrenac said:@Luigifan64 said:
Kagrenac said:
I like the second change to BO but it should still be at 25/50/75
Why should the wiggle effect stay at the current stats? Just curious because imo the additional aura block isn’t quite enough to give it that umph.
Honestly it should just block hook auras entirely.
the extra 75% effect is just a commodity that's easily dealt with. I don't think it's that big of a deal to keep it.
While I agree that the perk should just obscure all auras, there would be cries of “This is OP” from newer or boosted killers. Plus the effect of blocking all auras might be too over powered on the two indoor maps that currently exist, but who knows, it might not be. The idea you proposed would make sense to just keep the 75% wiggle effect because of the total obscurity, but the reason I put 100% wiggle effect was to compensate for the killers ability to still see some of the hook auras.
Good luck finding a hook on maps like lerys/haddonfield etc, you are not supposed to get off the shoulder of a killer, the perk is supposed to make it harder not impossible to hook.
That's the point I made with indoor maps, hence why the original post has a 42 aura blocking length so that a killer can still see far away hooks to get a general idea of where to hook the survivor if they down them near that area later; and they can still use their eyes to find the hooks in Lerys and Haddonfield, both those maps have hook spots that are easy to spot even if the aura is gone. Making the perk more effective isn't going to guarantee a wiggle off, it would just make it harder for the killer to find a hook because the current BO doesn't do anything for killer's who have half a brain; not to mention that it can be easily countered by IG or Agitation.
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@NoShinyPony said:
The current version of Boil Over is pretty much useless but I don't think that a perk should allow you to wiggle faster. Also obscuring hook auras for 42 meters? Way too strong. It would probably be best to give Boil Over a complete rework. With how it works now, this perk can only be useless or too strong.Dance With Me and Windows of Opportunity are fine. Your changes would make these perks too powerful.
How would the change to WoO make it too powerful? It is strictly a perk designed for newer players who don't know a map's layout, and even if it did get this buff it wouldn't be used by experienced players because they already know the map layouts. In the case of DWM, I believe that the full 5 sec could be too strong when paired with other perks, but decreasing the cool-down time wouldn't be. DWM by itself isn't very effective at losing the killer because you can hear the survivor running and (in most cases) you can see them running so having that shorter cool-down to make it usable more often would make it better while keeping the 3 second time the same. A larger obscuring of hooks is the only way for BO to be viable and having it be 42 isn't too strong because you can find a hook based on seeing it instead of based on its aura. In most cases survivors go down next to two hooks that the killer will be able to see very easily, so making the aura blocking larger shouldn't effect that because the killer will be able to clearly see where the hooks are.