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Luigifan64

Luigifan64

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Luigifan64
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  • @Milo said:
    A buff to those perks is so needed.
    Maybe we'll get some buffs on this patch?

    I hope so, but I'm not really holding my breath seeing as DS is the big perk change for this patch :/

  • @MaxPowrer said:
    Pretty new to the game.
    Since I liked it and wanted to look different, I bought cosmetics for 20 Euro.
    After that I prestiged my Survivor just to realize:
    If I want to show my prestige looks, I have to give up my bought cosmetics and go back to the "normal" look.

    My wish is: Prestige looks (bloody) on all cosmetics. Prestige I is bloody upper body, so all upper body skins you own (or buy) exist in a normal and in a bloddy version.

    Thank you.

    It'd be way to hard to do the full list of store cosmetics to make them into a P3 version, plus if you end up not liking the 3 prestige outfits you picked then you couldn't go back and change it. If they let you prestige past the default 3 then that'd be way to much. Honestly the most they should do is just allow you to prestige the other default skins for survivors (claudette's jacket, quentin's quilted shirt, laurie's sweater, etc.) and give you the choice between which prestige you want.

  • 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.
  • 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.
  • @Financial_Stability said:

    Note how you only covered 2 of my proposed counters and ignored the 3rd.

    You can just go after the other guy

    You really think that's a viable option? I intentionally left that out due to how ridiculous it is. If you go by that method, you'll end up hooking everyone equally or losing before you can get anyone sacrificed. I thought that was a given.

    Going after the savior rarely is the best option after an unhook in your face.

    Just run Make Your Choice and maybe don't camp? It's your fault for trying to tunnel so the new DS will help you learn to not strictly go after the hooked person. Also getting a 4K isn't the only way to get a "win" anymore, you can still pip or win if you get a 2K, hell you can even pip if you get no kills as long as you keep the map pressure up. I always aim to hook people semi-equally because running BBQ means that you need diverse hooks in order to get the points and I usually get 2K a game so you really don't need to tunnel to get kills.

  • @Master said:
    @Financial_Stability Now killers can at least use enduring to counter it since the devs lowered the stun time. Thats fair in my books, at least we can do sth against DS now.... better situation than before lul

    I mean enduring worked fine with DS before, and dribbling was a tactic that would also work if you didn't have enduring. In most cases I'd just down the guy with DS in 5 seconds because of enduring so this change doesn't really effect me all that much :p .

  • @PubStar87 said:
    Killers should not get to know where all 4 survivors are up to 12 times a match

    Please for the love of all that is holy remove it

    No it hasn't please stop trying to get this perfectly balanced perk removed; they already nerfed it a little by you being able to go into a locker or use the Distortion perk, and there's plenty of counterplay besides that.

  • @DemonDaddy said:
    @Luigifan64
    I see nor have any issue with aftermath of people using dc cause they feel oppressed. As a survivor I find that's the best kind of killer to play against. If they manage to balance dc use and not be banned, kudos for beating the system i guess. But its clear we disagree, so I am leaving it where we stand. Let the post continue as its original topic and I encourage others to offer constructive criticism to balance what they find unappealing. 

    Ok, I can respect that, and you now know why I heavily disagree with this proposal.

  • @DemonDaddy said:
    @Luigifan64
    Gen placement differs every time and making sure the killer doesnt utilize the placement against the team is part of the challenge. I'm not arguing that it is hard to combat, but your also only addressing it as a failure everytime. If  survivors are constantly making that many mistakes why wouldn't their failure impead success. Whether you call it a gen camp or defensive play, baiting the survivors into forfeiting a lead in chase is a strong strategy, one which survivors need to pull back and access. If more survivors dc then so be it, they are increasingly closer to a ban and I don't want quitters on my team anyway. The fact that doc reinforces a strong defense doesn't change what survivors need to do, simply the method they go about doing it.

    Not really, a doc who has more than one gen perk will always be able to lock down three gens no matter how good or different the survivors play. He's already bad enough as it is in the current game and this change would make that even more ludicrous. Any killer with half a brain would not chase after the obvious bait and would keep patrolling because herp de derp that's the most fun thing right? If more survivors did DC, it wouldn't get them a ban because chances are they would only do it against that level of unfun bullshit, and it would leave you to deal with the aftermath. This change would only hurt things in the long-run and besides, we don't need another "I need to win daddy" perk, ruin is enough and quite effective at what it does.

  • @Peanits said:
    I don't think the changes to Remember Me and Fire Up would be an option, not because they're bad ideas, just because they would stack way too much with others perks. Fire Up alone with Save The Best For Last would bring your successful attack cooldown down by 60%. That's already faster than the old machine gun build. Toss Remember Me into the mix and you could get that up to a whopping 75/80%. You'd basically have no attack cooldown at that point.

    Granted, it's a little more conditional than the old machine gun build, but you do not need the full effects to get something incredibly powerful. Even three Fire Up stacks paired with STBFL would be a massive decrease, roughly the same as the old machine gun build.

    The only way they would stack is vaulting, pallet breaking, and pickup; Remember Me effects more than just those 3, but those would be the only stats that overlap

  • @Nickenzie said:
    Hex: Cursed Lullaby (New Perk Name)
    You have a Hex that drives the survivors insane overtime. Every 60 seconds this Hex remains active, receive a token up to a maximum of 3/4/5 tokens. Every token reduces all sources of sound by 20% while increasing the regression penalty upon failed skill checks by 2%.

    Pros:
    Survivors cannot hear progressed generators, skill check warnings, grass movement, terror radius, other survivors injuries, and etc. If this perk reaches 5 tokens, the survivors are playing with no audio. Huge risk, huge reward.

    Cons:
    Takes 5 minutes for this perk to reach its optimal performance. Survivors can take this Hex down before it even reaches its 5th token. Furthermore, they will notice the lower audio which will give away this perk early.

    This is a cool idea, but it seems like it should be a separate perk. Huntress Lullaby as is could be buffed by not alerting survivors until at least 3 tokens are gained, and the lit hex won't appear until at least 2 tokens are obtained. The alert is the little perk notification and the totem would just light up one of the non-destroyed totems

  • @BlindBat said:
    Man, really cool idea's here, as a locker diving enthusiast I really like personal welfare. The breathing's a nice touch with Iron will so it helps both injured and uninjured.

    Also would love runners high with adrenaline, just sprint across the map :p

    Yeah, Personal Welfare could create the ultimate stealth build :D

  • @ChesterTheMolester said:
    This is not a "keys OP pls nerf thread", i just want the Devs to consider the drop chances cause i stopped getting the items i want, when i run Plunderers and Ace in the hole then Saboboxes, ranger/emergency medkits, maps or the occasional flashlight with good addons is what i want to see, yet i get so many [BAD WORD] purple/ultra rare keys i don't even use its getting annoying. 

    Before the change i got a sabo toolbox in every third chest, i got far more Ultra rare keys from chests instead since the winter update, now getting that sweet box somehow is like looking for a pot of gold at the end of the rainbow and i think the leprachauns are laughing at me at this point.

    I mean I wish I got that many keys, I hardly get any so it's just your good (or I guess bad?) luck.

  • @DemonDaddy said:
    @Luigifan64
    I would disagree that current regression is sufficient. 5 seconds and I have nulled overcharge's effects (if I failed) provided the killer doesn't stay to protect it. Also if the killer has a 3 gen then that's a failure on the survivors. At that point the team needs to keep tagging all the gens so the killer doesn't linger for more regression. Saying its difficult doesn't shift the blame from survivors enabling a stronger defense for the killer. Its letting the killer face you at their strongest terms.

    That's five additional seconds on top of the reduction from blowing up the gen, so yes it takes 5 seconds to undo the additional damage, but it takes longer to get it back to the point that it was before, making the perk have a large decrease like that in addition to a ludicrous 20 second wait time where the killer can (and will) just come back and kick it again would just make a stalemate situation. Not to mention certain maps like the Game and parts of the Swamp have areas where gens are in super close proximity that a killer can just camp out so that no one reaches the endgame. And yet again, it would make that already annoying gen camping Doc build even worse than it already is, there would be even more DC's against Doc than there already are. So the point still stands, it doesn't need to be buffed.

  • @Peanits said:
    I don't think the changes to Remember Me and Fire Up would be an option, not because they're bad ideas, just because they would stack way too much with others perks. Fire Up alone with Save The Best For Last would bring your successful attack cooldown down by 60%. That's already faster than the old machine gun build. Toss Remember Me into the mix and you could get that up to a whopping 75/80%. You'd basically have no attack cooldown at that point.

    Granted, it's a little more conditional than the old machine gun build, but you do not need the full effects to get something incredibly powerful. Even three Fire Up stacks paired with STBFL would be a massive decrease, roughly the same as the old machine gun build.

    Oh sorry, I didn't mention this in the perk description, but Fire Up would NOT effect attack cooldown, it would just effect the actions it currently does in game (that was just poor wording on my part). The Remember Me could be non stack-able with STBFL if it really proves to be an issue, but the thought process behind is that its a reverse STBFL in that you get a better effect from chasing your obsession and hooking them instead of avoiding them. If you chased your obsession with STBFL and this Remember Me, you'd lose half your stacks (assuming you have tier 3 of STBFL and have 8 stacks of it). I understand that for the obsession it would be a lot but that's the point of the perk (at least mine is), to try and get them as soon as possible so that you can gain the benefits as long as they're on the hook.
    A potential change (for my version) could be removing the attack cooldown completely, make it not stack with STBFL, or just have the attack hit cooldown only apply to the obsession.

  • @NuclearBurrito2 said:
    Literally just do the title.

    Everyone has SWF level info and coordination, then rework anything that needs reworking as a result of this, then Nerf survivors/Buff Killers to counterbalance the change.

    Trying to avoid the issue of VC without removing SWF and the pregame survivor chat is futile, so instead just balance with the assumption that it is there

    No (do I really need to say more?)

  • @PigNRun said:
    I actually prefer the current versions of Remember Me, Blood Warden and Pharmacy (this last one being on my builds 60% of the time). The only thing I would change about Blood Warden is the effect refreshing whenever you hook a Survivor.

    As for Vigil, recover Exhaustion while running is not something I really want on this perk. Just because the whole point of the perk is not something that has to do with it. I would much rather it also included Exposed effect (your alternative idea).

    I do like your suggestion for Wake Up. This type of "trade off" perks. The problem is generator speed. With so many current focusing on it, I feel iffy about it. Granted, its like a reverse Resilience, but with more generous numbers.

    I know that the Blood Warden and Remember Me changes vastly change how the perks work (I kinda just meshed the two gate related perks into one because they seemed a little underpowered separated imo), but I think Pharmacy would still have it's original purpose, only better. Due to the rarity, you could still get a green medkit fairly easily, but now you have the option to get different or better items on EVERY chest search, not just a mediocre medkit on your first one. The new Remember Me is strictly to make it more like the movie while still making it useful. With the new Blood Warden it could have the same stats as the old Remember Me in regards to gate opening, I just thought this way would be simpler while still giving it a large range of usability.

    As for Vigil I personally think that the exhaustion thing is the only possibility for this perk to be in anyway useful, even if it made exposed status decrease faster. Sure the second idea I proposed would stack, but it would be unlikely that more than 1 person would run it, maybe the percent should just have a flat increase (possible like 40%-50%?). The point of the perk is to make to have it support your team (as well as yourself) making them recover quicker like how Quentin acted to Nancy in the movie (wanting to stay alive so he could help her live as well), so making it recover exhaustion wouldn't be off source or missing the point of the perk, it would just make it useful.

  • @ThirdSealOPplzNerf said:
    Hatch and keys literally reward losing. Survivors fail their objective to complete 5 generators and open exit gate but they know they will lose so they use a key and they all escape or 3 die and 1 gets a free escapes. Really? I feel cheated when I do so well and survivors just get a free ticket out of the game because they know they will lose. The hatch isn't needed in the game. "YoU jUsT WaNt aN eZ 4k" nothing is easy about playing killer. And getting a 4k at rank 1 almost never happens because of the hatch. The killer outmatches survivors just to get denied from some magical black hole in the ground. Is there anything in the game that is a base mechanic on the killer side that just rewards you with free kills from losing? No you have to be really good at the game meanwhile 1 or more survivors wins from losing not fair not balanced. Either remove the hatch completely or the aura of it is revealed and you can close it permanently. The survivor should never be in the power role especially like this. This is an assymetrical game. Slugging also doesnt work against good surviors and it is extremely boring and the other survivor can just hide until the other one bleedouts which is also extremly boring.

    Ok 2 things, 1) Killer is the easiest its ever been, the skill roof for it is so low that it's not even funny and no I'm not some survivor main who plays at rank 15 and just destroys new people. I play in higher ranks and I have an average of 60% win rate (a win being a 3k or higher). Have there been rounds where I lost by a lot? Yes, but it was always because of me, not because the game was "too unfair" to me.
    2) Getting hatch as a survivor is not a "loss" for the killer (unless if literally all 4 escape through the hatch), the killer can still win if three escape if they played well enough. The hatch is a last resort for survivors so if one or two escape, a killer has still won that match. The hatch also acts as a way to give the survivor more leeway to do gens if the killer is camping the hatch and removing it from the game would result in an easy 4k. Plus the final survivor escaping isn't a "win" for them, they simply escape the round with some extra points and the killer (most likely) will get the extra points from the remaining gens that are unfinished and the previous people that they hooked. A win for survivors is if 3 or 4 get out because they were effective as a team and actively helped each other out so that they could succeed.

  • @fluffybunny said:
    Can we change this perk so that it works any time you fast vault, like Dance With Me and Quick and Quiet? Balanced Landing already works any time you fall, so I'm not sure why this perk is reliant on being in a chase. You won't be fast vaulting unless you wanna go fast, right?

    Honestly I think it should have a passive buff where you get 10% faster vault speed regardless if you're in a chase or not. It'd have a use outside of chases, while still keeping the big boost for when you need it most. Plus I use Q&Q a lot so having Lithe proc whenever I vault something would be more annoying than a buff.

  • @jackalmilenko said:
    I play both killer and survivor equally. One thing I despise are campers but I know sometimes a killer won't have a choice. Tbh, the only time I camp are on those that ask for it, especially when survivors spam the crouch as a distraction. This is really obnoxious, and I think crouching should have a short cool down duration before being used. Thoughts?

    lol no? It's your fault for getting bothered by someone who is doing something to draw your attention and waste your time. Putting a cooldown on crouching would be like bringing back the no bleedout progression on hooks if the killer is nearby, it wouldn't affect anything positively.

  • @Entità said:
    Overcharge is a perk too weak: the gen explosion is useless, if the killer is in a chase, and 5% extra regression means nothing more than a few extra repair time. Until we'll have a better totem placement, that means a Ruin able to stand more than 30-60 seconds, Overcharge is one of the perks the killer can use to slow down gen rushes of well organized teams. It should be buffed and could become a good alternative to more "toxic" killer perks.

    OVERCHARGE

    You are fuelled by your hate for progress.

    Overcharge a Generator by performing the Damage Generator action.

    The next Survivor interacting with that Generator is faced with a moderately/considerably/tremendously difficult Skill Check.

    Failing the Skill Check results in an additional 6/8/10% Generator regression. Succeeding the Skill Check grants no progress but prevents the Generator explosion.

    The explosion locks out the Generator for 10/15/20 seconds.

    Too strong, that would make the 3 gen strategy even worse especially against Doc, he could just repeatedly kick a gen and regress it all the way in addition to Unnerving Presence and other perks. This perk would have to become a hex perk or the skillcheck would have to be easier. Plus overcharge does help massively regress a gen as is and can help you find survivors, perk doesn't need a buff.

  • @darktrix said:
    'In a chase' is not reliable if a killer can just moonwalk or cloak to break chase. It's been recommended many times before but have it work with any fast vault or at least while fast vaulting in the killer's terror radius.

    Or just add a secondary ability like balanced landing so that you vault things 10% faster regardless if you're in a chase or not.

  • @HatCreature said:
    I was on the fence with Mountaineer at first because I thought it was overshadowed by Balanced Landing but then I actually started thinking of useful places that would work with it and there are a lot of places for it. To name a few there's Thompson House because upstairs there's a loop, The Game, Pale Rose on the boat, Red Forest, Yamaoka Estate with the pagodas etc. Good job coming up with this perk, I really thought we've seen the end of them and ''exhausted'' all options.

    Runner's High sounds awesome but I'm saddned it would be impossible to use with Dead Hard.

    The last perk is meh in my opinion since I can barely hear Survivor breathing myself, I need better headphones lol

    Yeah, Runner's High would be an interesting case for dead hard, because the window to use the input would be so little, but if you manage it you could get the effect of the super dead hard bug that the game had a while back. (For those who don't know, using a medkit and having it run out while running self-care would decrease your every action upon fully healing. This effected Dead Hard by giving it a super long effect.)

  • Decently edited and there is no ######### so overall its a good video. Keep it up, you seem like you have a future as a good editor.

  • @Dragonic_Lycan said:
    I love the idea! I personally feel like a runner's high would be a tad overpowered though!

    It could be, but we won't know unless it gets tested in game. The current stats I have seem like they wouldn't be that OP, but I'm not fully sure.

  • Seems fine to me, we only really need the one activation to escape. If you waited so long to use it that the killer was able to have stopped it, that's just poor judgment. 
    In what situation would be able to get a use out of Lithe, Balanced Landing, or Dead Hard (especially DH) before getting hit by a clown bottle? Very unlikely unless you JUST entered a chase on a high level or near a window. Sure the chances of getting hit by a huntress hatchet before using Lithe or BL is less likely than a clown’s mist (due to it being more precise), but it still applies the effect too easily and for too long. Whenever I play either of these killers I never use exhaustion addons because I know how unfun they are and just how they are way too easily applied.
  • Your post is very confusing, so are you saying the Killer add-ons that cause Exhaustion wear-off while running? For Survivors, that's a good thing but it defeats the purpose, it needs to only wear-off while walking like normal Exhaustion is now.

    If that's not what you're talking about then maybe you should edit your post some more because I think you accidentally put ''isn't'' in places of ''is''.

    No, one of the ideas that I’m preposing would allow exhaustion to be regained by running IF it’s caused by a killer addon. 
  • @ChesterTheMolester said:
    Thats quite a claim i know, but in contrast to how all other Hex perks this perk really lacks in effect and allows for more counterplay on top that the stronger Hex perks don't offer.

    Devour Hope can only be countered by destroying the Hex and offers instadowns and moris.

    Third Seal can only be countered by destroying the Hex perk and is a huge time waster that is brutal for solos and near meaningless against SWF.

    NOED can also only be countered by destroying all totems before it activates or finding the Hex once the generators are powered. I don't need to mention how powerful it is.

    Ruin can be countered by destroying the Hex totem, using Stake Out or hitting great skillchecks. 

    Lullaby offers a meager effect in comparison, only a few percent extra regression along with a 20% warning reduction for each token. However Lullaby skillchecks aren't that hard to hit once you got used to them and know what to expect, its still very possible to work through a gen with 10 skillchecks and not miss any as it doesn't offer a penalty for only hitting good ones. Its possible to simply ignore it and suffer no real consequences for it.

    For a buff, i'd ask for its Hex status to be removed, and its effect deactivated while Ruin is active in return. 

    The Hex status shouldn't be removed, but it should not alert the survivors that the Hex is in play until at least 3 tokens are gotten AND they get a skillcheck on a gen. There should be a bigger increase in the missed skillcheck regression though, the perk deserves that much.

    EDIT: Maybe the totem doesn't light up at all until one person is hooked and the notification doesn't appear until 3 people are hooked would be a better buff to this perk because it would at least let it get some stacks before being destroyed.

  • @powerbats said:
    I like the change since if I've got a yellow quality item etc and there's a brown in there I don't automatically pick it up.

    It never worked like that, if you had an item in your hand, you'd have to swap it out and it wouldn't do it automatically.

  • @Mochan said:
    I know the counterplay to BBQ. Like Mr. Hillbilly here said, if you counterplay BBQ you are screwing your team, which means you are screwing yourself. In other words, he is saying don't counterplay it or you die, or counterplay it and you die.

    So I am telling him maybe the problem is his BBQ, not Distortion or Lockers. Try to get a sense of context please, Mr. Veteran Oldman Survivor. I know you're a new at posting in forums, but try to read between the lines.

    But it doesn't screw the team over, any killer who knows what they're doing are aware that the survivors know of ways to counter BBQ. Even if I don't know if the killer has BBQ, ill still go in a locker to avoid it, and most survivors know this as well. A killer who also knows this will go to a location regardless if they saw the survivor or not, and even if they do see the survivor its not any different from a normal game. So basically, the result of using Distortion is not screwing the team over because they most likely expect BBQ or they can handle themselves even if the killer finds them, any smart survivor will try to outplay it in some way. There is no "reading between the lines" with the guys post, all he means by it is "Oh I don't see a survivor, guess that means I have to camp the guy because I don't see nobody with my perk. Oop he's second phase now, time to leave so that it seems like I was looking for someone." The claim that it ######### your team is just incorrect so there is nothing of substance besides his play-style in what he's describing. Also, how were you trying to tell him that the problem was with his perk in the previous two posts; literally all you said was, "No BBQ shouldn't exist in the game." (which could be taken as sarcasm but its unfortunate that a lot of intent is lost behind text so that was unclear) and "Damned no matter what we do, BBQ should be nerfed, it's too strong". Your point still is that it should be nerfed, which it doesn't need to be, he's just a bad killer who doesn't know how to play the game properly yet. On top of all of that, your two posts gave the impression that you had no idea what the counters to BBQ were seeing as you never mentioned them and instead said that BBQ needs to be nerfed. This context problem is all on you bud, what you said was pretty cut and dry without elaboration. Besides this is not supposed to be about BBQ because as I previously stated, it's fine; it's supposed to be about distortion, which that guy was talking about how he thought it was bad for the survivors because of the limiting way he plays.

  • @Mochan said:

    @Acromio said:
    Distortion is highway BS and shouldn't even exist in the first place.

    Actually BBQ and Chili is highway BS, and shouldn't even exist in the first place.

    You are a very new survivor so I'll spell this out for you: B B Q i s a b a l a n c e d p e r k t h a t d o e s n ' t n e e d c h a n g i n g. If you read my previous reply you would have known that GOING IN A LOCKER hides your aura and this isnt a thread about BBQ at all, its about why Distortion needs a minor buff. Please learn more about the game before claiming that a balanced perk that has plenty of counterplay is "OP"

  • @Mochan said:

    @Mister_xD said:
    here is my PoV regarding distortion:
    you are not saving yourself from the killer, you are screwing your team.
    when i run BBQ & Billy (or any other killer, but billy is the best example for this), i will aim for a snowball effect. by running distortion, you will make me chase your other teammates who, at some point, will already have been hooked. this leads to a faster death of your team, as you wont take a hook status for them, allowing me to eliminate a survivor quicker at the beginning, due to the "tunneling" that has occured. the more players run distortion, the more the others will suffer.
    if you all run distortion though, i will be forced to stay at the hook, as i have to guess that you are nearby. with other words: i will probaply go ahead and camp your mate on the hook, until i eigther find someone, or he hits the second hook stage and i will leave on my own.
    EDIT: oh, and i will have to return to the hook once the survivor has been rescued. obviously.

    so: run distortion and screw the other survivors, or dont do it and take some hits.
    its your decision.

    So in other words, damned if you do, damned if you don't.

    Really nice offer there killer. How about we nerf BBQ so that Survivors don't get killrushed by BBQ Billy in 5 minutes.

    No, just no BBQ does NOT need a nerf, its a very balanced perk with a ton of counterplay and you're taking this guys bad playstyle as why Distortion is bad for your team? Are you mad?

  • @AlwaysInAGoodShape said:

    There are 2 sides of the coin

    On the Left-Side:
    We have people who want survivors to have less information. They generally believe that less information brings more horror to the game and want certain available information removed. Things like Hex Notifications that would reveal you to have lullaby and so on.

    On the Right-Side:
    Here we have people who want to bring SWF's and Solo survivors closer together in order to have a better measure for balance. This means that solo's should get a lot of free communication tools, as long as they are also given to SWF's by the virtue of having access to communication. They want to stand on equal ground.

    Note:
    Your opinions and reasoning can vary from what I stated and to keep things unbiased I'll not advocate here for either side.

    Which direction do you believe the game should head to?

    Left: Blindness
    Right: Increased Communication

    Vote on the first 2 comments down below to bring out your vote.
    I invite you to leave your thoughts down below.

    Here's the thing, I agree with parts of both sides, although I agree with more of the things on the right side. I think that Huntress Lullaby should only be told to the survivors after 3 tokens because that's when the perk's effect becomes really obvious. But everything else I agree more with the right side, because more information in a complicated game like this (at least to new people) is necessary if one is to get into it. Sure I know almost everything that there is to know about the game, but new people won't and the fact that SWF have so much more info between each other is something that solo players need because the gap between a coordinated team over coms and a completely solo team is huge. It wouldn't be that complicated either, something as basic as making Kindred 3 a built in thing to every survivor would help a lot with save coordination with solo players; this was an idea the devs gave a while ago but they never tested it.

  • @Telli_Fury said:
    Current Vigil - Used to help allies affected by exhaustion and other status effects etc.

    New Vigil #1 - Change vigil to allow people who run it to get their exhaustion back even if they are running. This can be tweaked to allow it to come back slower for example 80 seconds rather than 60 seconds. Or just allow it to come back normal 60 seconds. 

    You could also do something like Vigil only activates when you’re in chase allowing for exhausation to go down but if chase music ends you do not get Vigil.

    New Vigil #2 - Allow Vigil to work like leader allowing your teammates to recover from exhausation even if they or you are running. And when out of radius let it continue taking affecting on teammate survivor for x amount of time. Same time differences can be applied like above 60 or 80.

    Vigil would be greatly used and I think for those who experience a great deal of tunneling you deserve your exhausation back especially if you’re being chased for long periods of time.

    Here is the easiest solution to this dilemma that I have been suggesting for a long time now, all the perks stats stay the same, EXCEPT that you have the ability to regain exhaustion while running (with the added 25% decrease and the sharing of the ability with friends). It would make the perk viable again and there are so many good perks for survivor now that it wouldn't trump everything else, plus you'd be sacrificing a perk slot just to regain that ability.

    A little off topic, but I think No Mither should also allow you to regain exhaustion while running (without the percent increase) because of its one hit and your dead nature. I know its supposed to be a challenge perk, but it would still be a challenge if this change was implemented; NM was made harder to play with when the exhaustion nerf happened if anything, so reverting the one stat wouldn't be that big of a deal.

  • @Orion said:
    If the item you found isn't worth taking, you'll have to swap anyway. At least this way, you always know what you're picking up.

    But you know what you're picking up when it's in your hand, and swapping it out takes as much time as picking it up; so I really don't see the point in annoyingly having to spam mouse 1 to pick up an item that should just be in my hand. Plus ANY item is worth taking if you don't have one, sure it might be a brown town medkit, but it's better than nothing.

  • @Mister_xD said:
    here is my PoV regarding distortion:
    you are not saving yourself from the killer, you are screwing your team.
    when i run BBQ & Billy (or any other killer, but billy is the best example for this), i will aim for a snowball effect. by running distortion, you will make me chase your other teammates who, at some point, will already have been hooked. this leads to a faster death of your team, as you wont take a hook status for them, allowing me to eliminate a survivor quicker at the beginning, due to the "tunneling" that has occured. the more players run distortion, the more the others will suffer.
    if you all run distortion though, i will be forced to stay at the hook, as i have to guess that you are nearby. with other words: i will probaply go ahead and camp your mate on the hook, until i eigther find someone, or he hits the second hook stage and i will leave on my own.
    EDIT: oh, and i will have to return to the hook once the survivor has been rescued. obviously.

    so: run distortion and screw the other survivors, or dont do it and take some hits.
    its your decision.

    Um what? Are you not aware that lockers block auras now? If I don't see all 3 survivors with BBQ&C I don't assume that they're around, I assume that they're in a locker so I patrol around the gens or go to the survivors I DID see until I find one. Your "excuse" to camp a survivor is not a good one, nor will it ever improve how you play killer, simply leaving to put map pressure is a big part of it and running back because someone got an unhook crushes that unless you walked 2 steps and someone is already dive bombing for it. This whole scenario you laid out is both unrealistic and seems like it would only come from people who are VERY new to the game who do not know the mechanics. It would in no way (and hasn't) screw over my team because I assume know that they know strategies like hiding behind a gen aura or getting into a locker to counter BBQ&C. Basically what I got out of this conversation is that you camp when you don't see the most obvious tracking tactic and you then justify it by saying "well if I saw no one they MUST be here" and you then proceed to drop everything to run back to the hook because you just have to get that kill on the person you hooked rather than get gens regressed and down other survivors. Or you just wait till phase 2 because that's a really fun gameplay tactic that won't waste an immense amount of your time. Besides what point are you trying to make here? This thread is why this perk should be buffed slightly, not the logistics of the effect that the perk has on bad players.

  • Gonzalo said:

    Change to aura reading to show only healthy or dying survivors.
    Injured survivors have no chance to run or hide from the killers.
    I know you can counter it with lockers but most of the time you would be in an area
    where no lockers are nearby.
    It would also help newcomers who haven't got their hands on self care.
    What do you guys think?

    4 Things:
    1) Distortion exists
    2) Go in a locker and you’ll be fine
    3) Get semi close to the hook so that the killer can’t see you.
    4) If the first 3 fail, find a window or pallet and run the killer for a little bit or lose him. You can also juke them by running one way and walk another/use UE.

    Basically, no BBQ doesn’t need a nerf it’s one of the most balanced perks in the game because it had enough room to be countered but is still really helpful and doesn’t guarantee anything on the killers end (meaning they know where you are but it doesn’t mean they can catch you).
  • Blueberry said:

    Here's how we buff distortion and handle the locker aura reading change in one.

    Bake the locker aura reading into the new Distortion survivor perk as a passive on it and if they use the locker to block an aura reading it won't consume one of their tokens. At least this would make it so it would cost them a perk slot if they really hated aura perks, abilities, etc. Now those 3 tokens will only be needed when you get caught out and weren't expecting it but you can reliably use the locker.

    But that’s how the perk currently is, if you don’t want a token consumed you run and dive into a locker; this “buff” would do nothing for Distortion itself and would instead just nerf the mechanic that the devs introduced.
  • Acromio said:
    Distortion is highway BS and shouldn't even exist in the first place.
    You can just go in a locker and have a similar effect, and distortion is underpowered in comparison because you can only do it 3 times. On top of that there are various gen protecting perks (surveillance, discordance, overcharge, etc.) as well as whispers to tell you where a survivor is without needed to see their aura. Yet you complain about Distortion like it’s the next Decisive Strike, you still have eyes and ears to see/hear a survivor if they’re healing and whispers can help easily locate them if the BBQ or Bitter Murmer get obscured. Basically adding 1 more stack of that wouldn’t make any of those methods unable to be done, other than the easiest one (that being aura reading). I understand if you’re new to the game or don’t have a lot of experience with killer it can be frustrating to have to change up how you play when you’re used to one track way of playing; but trust me, now that you can hear survivors from across the map it’s much easier to locate them strictly on audio.
  • Denson381 said:

    Am I the only one who feels as if this perk is useless? You really have to be bad at the game to not be able to avoid the struggle effect. I understand the speed of the meter being increased might be too much for the killer. Could the struggle be buffed even more if that is too much to ask for. The perk is terrible. Let me know what you guys think.

    I had two ideas for this, either keep its current stats but add a 8%/9%/10% buff to the wiggle speed, that way it’s not a direct counter to IG, and the killer will still have the wiggle advantage.

    The second idea is buff the struggle effects to 50%/75%/100% and greatly increase the aura disruption to 25 meters/35 meters/45 meters. That way the killer will have a much harder time seeing hooks, but will still be able to see far away so that way they can know where they are for later. 
  • it would be a real shame if no one used this perk except for the adept achievement

    Yeah it would be, and as long as it doesn’t stun the killer, there is no reason why this perk should be gimped because of SWF. SWF will be toxic no matter what, and this perk is BEGGING to be better. Hell, it’s a perk idea I suggested and have wanted for a long ass time and to see it be this unfun and useless is just saddening.
  • dadamek8 said:

    Wake up

    Unlocks potential in one's Aura reading ability. Once all Generators are powered, Exit Gates are revealed to you within 48/64/∞ meters. While opening the Exit Gates, you reveal your Aura to other Survivors within 48/64/∞ meters.
    While Wake Up! is active, you open the Exit Gates 15/20/25% faster.

    I personally think Wake Up! needs something more; if you want to see what that “more” is, here you go: https://forum.deadbydaylight.com/en/discussion/19722/nightmare-on-elm-street-dlc-perk-buffs#latest
  • I like the new Pharmacy idea, but make it so you can choose an item but only with the green rarity. Wake-up idea should be when you are hit, you gain at least a 20% decrease in speed or else this perk might become overpowered.

    Pharmacy would apply to any item, because it would only make the chance of getting that item better, not guaranteeing it. So if you went for a purple flashlight (like most people) you’d only slightly increase your odds (even at tier 3). So by restricting it to just green items would be pointless. Also with Wake Up! the idea was to have a 15% penalty when hit, so you’d be doing everything 15% slower until you’re healed.
  • Rozenlied said:

    I don't like the Remember me idea. The timer should run twice as fast for the obsession, because SWF groups would just stall you while the obsession is hooked.

    The point is to keep the obsession hooked for as long as possible so that you can get that addition % boost to all actions on top of whatever perks you have, plus it could be used with Rancor for the ultimate f-DS build.
  • [comment redacted because I fixed original post]
  • Well I hadn’t had slept for 24 hours when writing that so I’m sure that played a very large factor in trailing off. What I was originally trying to get at before my auto pilot rant took over was if it’s accuracy you want, a game where a hammer strike to the shoulder blade causing several pints of blood to be lost in a matter of minutes, and a boogeyman tentacle monster that sounds like an orca with the ability to make people immortal and create its own realm, is probably being used to throw any and all accuracy out the window in favor of “Balance.” I put ‘balance’ in quotation marks to imply that I am
    not 100% in agreement with the way it’s handled but I digress. 

    I do not have the cannibal, and didn’t know that Franklin’s Demise was completely ignored when using the saw. I’m not sure why that is, so I see where you are coming from, but I don’t really think the developers will change their mind on that. 
    Ok that makes sense, I get where you’re coming from. I wish that every licensed killer/survivor perks made more sense with their source material because it’s supposed to feel like you’re actually playing them in a movie. 
  • HP150 said:

    @Luigifan64 said:
    Every licensed survivor and killer has had perks that line up with their movie series and they make sense with their characters

    Oh really? You do know that Franklin's Demise was based on this scene, right: image

    Leatherface chainsaw's Franklin, causing him to drop his flashlight as he dies (see: the perk icon and name). This perk was specifically nerfed post-release to not allow it to activate on chainsaw hits. Why you would drop a flashlight from a hammer hit as opposed to being eviscerated by a chainsaw, I have no idea.

    If you want to complain about lack of faithfulness to source material then let's start with all the killer nerfs that survivors were mum about, k (looking at you, Freddy)?

    Yeah. Survivors only complain because being on the hook and pressing a button to struggle seems very, very boring. Sure it’s your fault for getting caught but there’s going to be a lot of times where you just get unlucky, or a teammate makes a very questionably unsafe save. As a killer one trick I can only be perceptive about this. But yet again the stress of playing killer isn’t exactly 100% enjoyable either.  

    Sure you get used to it after a while but it still feels a little weird that you can feel really powerless quite often in a lot of situations. This is probably due to the killer not really having any options for countering loops in ways that compliment the flow of gameplay, it’s just Benny hill music and two idiots running around a pallet like they are childhood friends. 

    Pig seems to be the only one besides huntress and hag (I could be wrong please don’t kill me) who can actively shut down loops. Pig’s ambush ability I’ve found is really good for countering shack loopers. So much so that I’m actually comfortable now following a survivor to a killer shack.  

    But I digress, while I personally have learned to deal with the hardships of the killer and learn to bait and exploit altruism, it’s the killer’s very low population that’s concerning to me. I’m not sure if this game is dying or coming back to life or just staying somewhere in the middle. 

    I’ve only been playing since mid-August so there’s a lot I’m unsure of regarding the player base. Survivors seem to be the unhappy type though. In a way I understand, I’ve played survivor about 20 times now and realized that it’s really frustrating and demoralizing when you’re unhooked and a killer prioritizes you because he was nearby and you are the easy hit. 

    On the other hand, as a killer, you feel immense pressure to make sure you down that survivor because you have to do what you can to throw a wrench in their game plan. Well that’s just me, if I have 4 gens left I always chase the savior and give that other survivor a chance to recover. If I’m on one gen though, I’ll simply down and re-hook that survivor who was saved if I’m able to intercept them. 

    Thats kind of the problem, everything is on a by-occurrence bases and not a consistent one.  This is the down side of a very simple premise in a game, people figure out ways to play in a way that provides an advantage that isn’t meant to be when the game is played by the book by both sides. Maybe I don’t know what I’m talking about because like I said I’m still new to the game.  I am currently a rank 1 so I have seen the low and high level play difference and they do indeed feel like two completely different games. 


    At first I agreed with a lot of the loop changes and what not but now I’m starting to wonder if at that time I just wasn’t as experienced and maybe the game is more balanced than I thought. Truly puzzling for me. 

    So what’s you’re point here? You’re responding to a question about accuracy, but you’re talking about how both sides have points where it sucks to play them. So, what’s your agreement? Not once did the person you’re resoponding to mention the looping meta. Not to say you points aren’t valid, they just seem like they don’t belong here; or that they’re misplaced.
  • HP150 said:

    @Luigifan64 said:
    Every licensed survivor and killer has had perks that line up with their movie series and they make sense with their characters

    Oh really? You do know that Franklin's Demise was based on this scene, right: image

    Leatherface chainsaw's Franklin, causing him to drop his flashlight as he dies (see: the perk icon and name). This perk was specifically nerfed post-release to not allow it to activate on chainsaw hits. Why you would drop a flashlight from a hammer hit as opposed to being eviscerated by a chainsaw, I have no idea.

    If you want to complain about lack of faithfulness to source material then let's start with all the killer nerfs that survivors were mum about, k (looking at you, Freddy)?

    I know that it’s based on the scene and it still makes sense and is accurate, Franklin gets injured (well he get killed but eh) and drops the item. It’s bending the source material to be accurate yet still decent from a gameplay perspective. I also know that it used to come from the abilities, but I think they felt the perk needed to be a type of trade off; do I hit the survivor to make them lose an item, or do I instadown them and have them keep that item. Also, bringing Freddy up is currently being addressed and my ideas mostly line up with what the devs want. Plus that Freddy post would be longer than this one, so eh, I didn’t feel like writing it. I also did say that the Nightmare DLC wasn’t all that accurate because of its rushed state.
  • laKUKA said:

    yes please buff! the skill check point is hard.

    I’m not asking for a buff? The skillcheck isn’t hard, and if anything, I’m asking for it to be nerfed; just in a way that’s more accurate 
  • Mycroft said:

    In the movie Myers didn't get cucked by pallets or windows either. In fact none of them were run around in circles like greyhounds. I mean if you really want to stay true to the source material you can start there.

    True, but the point I’m getting at are how accurate the perks are, and they currently are pretty accurate. Except Decisive, which doesn’t fully make sense (seriously, why can all 4 people use it?), but the change that they’re implementing makes even less sense.
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