Maelstrom10
Maelstrom10
About
- Username
- Maelstrom10
- Joined
- Visits
- 2,920
- Last Active
Comments
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/508890#Comment_508890
To be perfectly fair, it only appears when the PTB is live and gets archived afterwards, so you don't really see it most of the time. It's understandable. I've been moving the ones that I see over (they're not just disappearing).
Your doing God's/the entity's work sir
-
@Peanits said:
That's okay. That is what a PTB is for, after all. We look for feedback to see if we need to make balance changes before it goes live.
If only they were posted in the right section so the design team could find them. REEEEEEEE
If I'm being completely honest I always forget that part of the forum exists sadly.
-
I wanna see claudettes like schoolgirl/uniform outfits have better hair, I like them because there not a bright outfit yet not incredibly dark as to make me a blendette and anyway they can be to improved for my lil bio girl Claudette would make me happy 🙂
-
Personally i probably Wouldn't due to the fact i'm wheelchair bound and would be useless 100% of the time lol
But a wheelchair would give you some resistance to traps 😉 roll over a trapper trap no fear! And I'm sure someone would be able to teach you how to fix a generator! Plus the killer might underestimate your true skill and leave you to last meaning more escapes for you man. You wouldn't be useless 😁 it's all in how you apply yourself!
-
Love these suggestions, saw a similar thing a while back. Always been on board for survivors "sharing the earning of points in between them.
Really hopeful this kind of a change makes it's way into the game 🙂
-
@Raptorrotas said:
They should add the condition that the survivor (not the player controlling them) needs line of sight of the killer.
3rd person view allows to see around corners and through walls.
I wouldn't say that since it can be difficult to turn and point a charecter in a specific direction on anything less then pc. If anything you should have to point your camera *directly* at ghostface for a full second in order to notice him. If your cameras a little off from that point then you essentially Haven't noticed him have you
-
@AChaoticKiller said:
I don't think many people will consider 0 to 8 meter terror radius killers fun. all you need to do would be to pair it up with M&A and boom most killer can be basically a better myers and pretty much everyone will run it because having a small TR is a very strong advantage.
I mean i would consider it quite fun, (personally at least) i mean there are a lot of killers who wouldn't benefit from that kind of a perk layout anyways (nurse, billy for the most part, huntrsss and spirit unless prayer beads certainly wouldn't) but the lower tier killers you'd run enduring / spirit fury on would. it would be another combo such as that which would be fun for spooks and scares, stop people from tunneling off hook.
Mirror myers matches are some of the most fun i can have as survivor. this would be the perfect opportunity to make other killers be able to earn the ability to get to that point. and its not like theres not counters either, spine chill, premonition, obj of obsession all completely counter a build like this.
I think it would be fun atleast.
-
The devs, managers and moderators all deserve much more credit then they get.
Thank you everyone you've all done a pretty good job so far ❤️
-
Moonwalking is an unintentional mindgame you can pull against very good nurses. So with the skill of the nurse goes up so does the survivor.
Run towards an experienced nurse and moonwalk backwards 😏
-
YEAH BROTHER. LETS DO THIS
WE'RE GONNA LIVE FOREVER
-
Im down
-
Your welcome son
-
@popoles said:
https://forum.deadbydaylight.com/en/discussion/comment/504247#Comment_504247
Maybe it will use phone's gyroscope for turning around?
360s IRL.
honestly could be a neat feature actually haha sort of like aim on a 3ds though they'll probably use a touch analog with the touch screen being camera/ tapping on a survivor being attack. though its a wonder how they'll do powers on whether it will be a button or different things for different killers (perhaps a tap to tp for nurse on mobile with a charge etc)
-
Report them
though also an additional measure to combat toxicity the devs could take is to censor particularly harmful words. sure there may be ways around a filter but its a step
-
Myers. expecially looking foward to ghost face as he's alot like him, i also like versing anyone experienced really as survivor, though my most played killers are definitely myers and huntress.
A good Myers makes the game terrifying. Same with spirit tbh, but i find myself far less scared of her then of him. his theme definitely helps
-
@Tsulan said:
Yes, you probably are the only one.
welp
-
just stand still as wraith or as survivor
or wait until the 13th to play like a regular person
-
Nurse, spirit, huntress, billy and hag.
though anyone on a small map can have good use with them, specifically fast killers or teleport killers get good use due to their mobility
that being said i ran myc on myers for a long time due to people not expecting it, was quite fun having people not expect to become exposed while outside my terror radius distance (give or take based on tier two). lots of baby rages not understanding why i ran it "cause i already had instadowns" and yet they were the ones falling victim to it lol tbh not the best to run it on him but it does help to keep insta downs up.
clown can make good use of both due to his slow down making for easy catch ups on unhookers,
-
@Eninya said:
It doesn't really do much, to be honest. You can see right through it against stealth heroes. It's vaguely helpful for sight distance spotting, but you'll still see killers normally through it.
heroes* someone plays a bit to much ow haha
-
@Yamaoka said:
Wait... You think a survivor who hides next to gate all game deserves 32k bloodpoints if the other 3 survivors manage to repair all generators and die in the process? What kinda logic is that? You should always get what you work for.
No... thats not at all what i've said.
I believe someone who makes it through the gate should get the category (survival) max bloodpoints and a black pip for "winning" (ie if they would have lost a pip, they will black pip regardless due to escaping)
There is almost no other way to get survival bloodpoints let alone maxing out the category (8000) other then relying on a killers power, getting the kobe (4% excluding perks and offerings) self healing, (300 measly points) and being the last survivor alive in egc.
going through the exit gate grants 5000 points. Im saying it should max the category. (for bp) and that doing so should net a black pip. other emblems should be used to denominate the skill used in the game, and decide whether to rank you up or not.
same goes for killers with the sacrfice category. they can sacrafice all survivors, or mori them through perks or offerings, and not pip/not max out the category which is insane.
@ShrimpTwiggs said:
https://forum.deadbydaylight.com/en/discussion/comment/502709#Comment_502709
I see your point, but the killer doesn't have much say in who they go up against. If they end up facing potatoes that don't have map knowledge, that isn't really the killer's fault. And if you're facing these kind of survivors consistently, you're clearly not in as high a rank as you should be. It may not show the killer's skill overall, but it shows that they are much better than the survivors they're facing, and as a result, should be in a higher rank.
yeah but what im saying is that a killer in that position shouldn't derank due to the game being to easy (which may be out of there control due to being paired with lower ranked survivors) instead they should black pip for dominating allowing them to progress upwards faster without being "kicked back" for factors out of there control
-
@ShrimpTwiggs said:
Getting a four-man should net you a pip, but escaping should be a black-pip at most if you don't do anything but hide in a locker all game and wait for hatch.
I have to agree to disagree there. Four mans should always bare minimum get you a black pip at most. that being said it should be far easier to get a pip by sacraficing everyone. my reasoning behind that is that you can technically have all survivors be crap at looping, hook every single one of them once and win, but that doesn't show your skill. your skill and therefore rank should come from your ability to win the match *With skill*. winning the match should not derank you, but winning the match with skill (ie what all the other emblems are meant to essentially take into account) is what should define your rank
TLDR: winning a match as such doesn't exactly take skill on both sides, but should always give a black pip atleast as you did win. it should be how much skill you take into the match and exhibit, ie how many saves you get/how fast your chases end and are won etc that should define how good of a killer/survivor you are.
-
@Seanzu said:
Nah, moris are stupid and you shouldn't be rewarded for using them tbh.
You should definitely at least pip if you kill everyone, though.
Oh i agree mori's are stupid to an extent (offerings are but the perks where you work for them/have conditions are great ie devour hope and rancor) But you shouldn't gain less bloodpoints for using them, and if you sacrifice/kill everyone you should be rewarded appropriately and earn iridescent in the emblem if you one hook/two hook everyone because sometimes that happens even if your not camping. hell i had a myers game the other day where i floored them in under three minutes. only got gold.
@LastShoe said:
You should at least black pip if you killed 2/3 people... like c'mon... i just had a game where swf hard genrushed me but ive menaged to kill 2 of them... still deranked with this emblem system... (pretty sure that survivors who escaped only blackpipped and the ones that died didn't pipped at all.
Nah killing two to three people shouldn't reward a black pip necessarily. its the other emblems around them that should be changed to help reward it collectively. a single emblem shouldn't reward a black pip unless you excel in it (ie read iridescent in it) ie if you murder everyone, but chases are too short and gens are never done then you should at the very least black pip. That being said the sacrafice emblem should also count for more over all.
-
Stbfl, BBQ/discordance, enduring and spirit fury or ruin/pgtw and brutal strength as my final two perks
-
Hag kind of needs bloodlust for at least the last survivor remaining. I mean she's top tier and tied for rank S with nurse and spirit, but her power requires setup and with the egc in the game now, it just makes it tougher on her to try catching a survivor unless she gets to the trap door first (then it's gg basically) because by the point egc is active, pallets and hexes will be gone and therefore make it tougher to hunt.
That being said i personally don't have difficulty as such, but I'm just laying out a scenario why bl is actually good for the game and playing devil's advocate
-
@DoubleTap said:
https://forum.deadbydaylight.com/en/discussion/comment/501787#Comment_501787
@Maelstrom10Yeah I'm looking forward to that, currently leveling Doctor so I can get M&A teachable before the new phat Freddy drops.
Already way ahead of you 😉
-
Freddy will be invisible until your In his terror radius. Where he will blink in and out until he's close enough. Running stealth builds will be viable with him to make a ninja Freddy (monitor and abuse and if they keep his red hair brush add-on making micro terror radius)
Sure he will be visable after a certain distance but you won't be able to see him cross map
-
@VexTheHex said:
You complain, but besides MOM... which is getting reworked... has there been any good Survivor perks released in quite some time? Ash's other two are trash, Jane's are trash, Jeff has alright perks but nothing strong, Adam's are highly situational, Kate's are trash, Tapp's are trash, Quentin's are under rated but not great, David's are all hard mode options basically, Feng has Lithe and Alert, Bill has BT, Ace's are trash, Laurie had DS... it's been gutted, Nea has UE, Jake has IW (Sabotage is dead), Claud has solid perks, Meg has meta perks, and Dwight has a few okay perks.
Flip flop would like to have a word with you. So would dance with me. Very strong words.
Plus things don't have to be meta to be strong. All of the "trash" survivors you listed I use constantly and all of there perks have come in useful just most of them require specific builds and playstyles that require more then a few brain cells to execute 😉 breakdown for instance can be useful alongside sabo builds to make sure theres even less hooks in the map and to prevent you being hooked again. Deliverance has saved me constantly. Autodidact while a bit luck based has saved some of my entire games. To mention again dance with me is absolutely broken when paired with lithe and quick and quiet (expecially with the lithe buff!) And windows of opportunity is great not just for learning maps, but for keeping track of pallets that are used not just by you but by others. Ever heard of dead hard? That's my most used perk and that's on "hard mode David". Quentin's pharmacy is wholy underrated for it's ability to grant infinite green medkits (the best medkit for healing others in the game!) Which paired along with aces can give potential instaheals! Ace in the hole has let me farm so many great items, and open handed is amazing paired with bond. Hell even up the ante is strong if used in a group, with slippery meat. Object of obsession is incredibly powerful when used correctly hell I ran it for months till I got bored. Hell even Jane has solidarity a solid healing perk which can shave precious seconds off healing, pair it with we'll make it for some amazing saves. (Head ons pretty good for basement saves as well)
And finally tapps perks Jesus, tenacity is one of the best anti slug perks paired with unbreakable and now flip flop it can lead to many amazing escapes. And stake out was my most used perk for a long time in order to effectively counter ruin as I couldn't do skillchecks properly, and still is pretty good to rush gens when paired with resilience and prove thyself.
Just because something's not meta doesn't mean it's not strong. And just because it needs setup doesn't mean it's not broken. Just because they weren't balanced landing or self care levels of powerful doesn't mean there not super effective
Ted talk over I rest my case
-
@VexTheHex said:
Sorry I struggle to see why he deserves three powers when most Killers have 1 (a few have 2) and some aren't even super lethal like Legion's.
He may not be over powered (time will tell) but he certainly sounds over loaded. Though I'm happy it sounds the whole slows down progress thing is done and gone. Making tedious tasks last longer is never the best route.
This is a singular power with multiple offshoots. Think the doctor and how he has his madness which in itself has many effects. (Fake pallets/doctors) With Freddy instead you'll be able to directly cause those effects. (Fake pallets/slowdown traps in the form of one power) while also having map presence in the form of a teleport (a secondary ability) similar to how the plague has her two types of vomit.
He very much doesn't seem op just complicated and it very much fits the dream demon theme.
-
Oof uh. full price for most dlc except for clown/kate whom i bought with iridescent shards. along with 7 outfits so far with probably an 8th coming soon.... Bought most dlcs at launch excluding myers, leatherface, freddy, and of course the charity case skin dlc cause im a sucker for charity's. and i bought the game initially only on a 75% sale i believe.... so around 225 max i think? Don't know the exact prices but the outfits sure do add up (for the record, bought spirits school girl outfit, doctors Halloween outfit, jane casual, claudette formal/schoolgirl, kate snow and kate american, and nea japanese outfit. and maybeee parts of huntresses Halloween not to sure can't remember.)
So in other words probably too much but im a sucker for this game haha
-
@FireHazard said:
@Maelstrom10 Big maps are the best tbh, it spreads the boxes out far. And with Add-ons that increase the time to search said boxes and reduce the time with tampered timer can result in the usual "Game Over" to happen.
so like shelter woods and the larger corn field map then?
-
@BloodyTapp said:
@legion_main which ones? Bloodpoint rewards can be adjusted, I just need to know which ones need to be done so
The development one specifically is a bit odd considering I'll go through at least 30-60,000 bp in a lvl 50 blood web depending on how much stuff is in them let alone two of them so going for that is just inefficient plus people who have prestige 3 all characters all perks wouldn't be able to take part in the ritual.
-
@[Deleted User] said:
They stack, although the maximum survivors you can have healing someone else is two survivors.
Remember that the 100% max healing speed is a myth. We'll Make It and Botany knowledge do work together. As does other things like Resilience, Leader, etc.
Hm so having two survivors healing a injured survivor and with dying light on one of the ones healing.. leader on the injured survivor resilience on both of the healers along with botany, medkits wmi would be crazy fast
-
@[Deleted User] said:
we'll make it doesn't stack on multiple saves. it's written in the perk desc. (up to a maximum of 100%)
and the fastest heal in the game takes 3.96 seconds ( @ me if you wanna know how to do it)
I meant does having multiple survivors with multiple we'll make it's active stack ie 3x survivors with 3x we'll make it with medkits etc
-
So have been playing for quite a while and was wondering if anyone has any tips for using the map items.
Use either the purple add-on that shares the map view with other survivors to share totem locations/the hatchs location, or use the beam add-on to create a giant light beam and show where you are to other survivors or where loot or a key objective is. (Light beam is not shown to the killer so it's actually pretty useful)
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/494752#Comment_494752
@Maelstrom10 i meant "add" not "change" my bad hihi
hahaha fair enough :P
-
@Milo said:
@Maelstrom10 Wouldn't huntress mean she has no hatchets? xd
yeshumm
-
Double slow on the bleach add-on for clown would be... Neat to say the least.
Double high tier windstorm add-ons for wraith or the gen breaking ones.
Double iridecent head ;)
Myers with double j Myers memorial... Mmm tasty stalk
Double hindered for huntress would be broken haha
Dual moonshine Billy for super drifts. Or even double doom engravings for sped
And finally doctor. Double terror radius add-ons to become invisible with m'&'a and double passive shock add-ons to speed everyone into madness 3 immediately
All would be so broken yet super fun
-
@Milo said:
So change the requirements from "when vaulting and quick quitting a locker" to "whenever you use an exhaustion perk"?
Could be interesting
I'd rather add that as an addition rather then as a new requirement, ie using dead hard would do it, but so would just vaulting without lithe. Would make it on par with quick n quiet in it's use. It would also open up builds such as SB/DH/BL and head on, with dance with me and possibly quick n quiet. Lithe is obviously the main and ultimate combo (being able to disappear over a vault is mighty handy) but being able to activate it using sb with spine chill/premonition could make for some amazing stealth builds.
-
Honestly Haddonfield isin't that bad for me as killer (play mainly doctor, myers, huntress and spirit/clown) if they took away the invisible walls above the fences so that one can jump over them from the rooftops, and gave maybe one or two alternate paths around the fences (Whether a destroyed point on the fence, or a boulder one can walk up and over to "jump" the fence) i think it would be perfectly fine.
that being said some maps will be in the killers favour (game/lerys) and some will be in the survivors. (cornfield/autohaven pallet town) and thats fine. not everything needs to be balanced, it just needs to be balanced enough to not be unfair (like with how they changed loops on the game to make it more fair for survivors and more open, while retaining the low map size so that killers can patrol easier and take advantage of the map stil)
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/493525#Comment_493525
Well, yeah. The same thing happened to the Legion. However, the devs aren't going to nerf SWF because it's not mechanically possible to take away what gives SWF their advantage - voice chat.
True true, (Same thing happened to nightmare upon release didn't it as well?) im just more worried they'll attempt to overcompensate for an external advantage that they don't really have control over. i 100% agree that swf needs some tweaking though. especially to make it more fair for solo players.
-
@Orion said:
Well, if you're a true casual, just wanting to have fun with friends, you won't care about winning or losing. So you're gonna have to accept the losses that come when you go up against people who aren't playing casually.
That's not so much what I'm saying though haha. I completely accept my losses and move on every time. What I'm concerned about is that with the overwhelming pressure to "nerf" survive with friends "bully squads", that genuine people playing to have fun are going to get nerfed in the process. Some of the nerf ideas I've seen are way to much (limiting perks to either none or a single perk etc, taking away items etc) and while I doubt the devs will add any of these, I fear they might be pressured in the future into doing so which is why I made my post haha.
-
@Kiskashi said:
Just coming in as a Myers. I don’t really know if I’m a fan of the ew3 immediately stalking someone else after downing one. Purely because this can already happen, most snowballs begin because survivors bunch together and get over altruistic after he has entered tier 3 and already downed someone, so I guess I don’t really see what this would add (especially 15s if activated that way, would it return you to tier 2 base or back to where you were with stalk progress prior to activating it?) Once for 15s seems a little... strange, considering above you can already punish a team by activating ew3 normally and it lasts much longer.
I’d personally like to see some add ons that change the play style like the mirrors do, the shards are okay but kinda underwhelming ( for me at least, prediction alone can be good enough to determine direction of someone you’ve stalked and losing sight of them is difficult anyway it feels like a poor mimic of the huntress glow addon) I just really admire hags add ons when thinking of how you can use multiple add ons to change your power (I.e. body block hag w/ butchers hand, waterlogged shoe for distortion, mint rag for full control and defence, shackles for surprise attacks.) I’d love to see more killer add ons that open up some variety with play style. Just not sure with Myers, his addons are already fairly good.
I’ll leave the clown discussion to someone who plays him more, I play a bit, but not enough to be passionate about his addons/combos. Please let me know if I have misunderstood anything it is fairly late for me here. Thanks for sharing definitely interesting, especially the clown one but I want to see someone who plays him most give their response.
Honestly i'd love something more like the mirror addon's too, but the myers idea is more supposed to be used as a "unexpected" trump card then anything else (and yeah i meant that you'd return with all the previous stalk you'd gained) it would be mostly for scare factor, when your caught off guard and have no stalk in the tank, or when you do and just want to have a free little bit of insta stalk to do a slug build with (would essentially be a free boost to terror radius and could possibly stack with the fragrant hair to have instant infinite to punish over altruisim but then that could be horribly op) it would be more of a situational addon, allowing one to not be punished for essentially having their ew3 "on cooldown" when survivors try to be altruistic. would be great paired with infectious fright (Even more so then myers is already) while not requiring you to be in tier 3 to get the most use out of it (considering most infectious fright builds on myers already use monitor and abuse + dead rabbit, which makes the terror radius tiny in tier 2 and out of a chase) A dead rabbit myers, with my addon and infectious fright would be a powerful build indeed
-
Cross map huntress dinks....
Chasing someone into a trapper trap that they have no way of avoiding (due to pre planning/poor looping and no dead hard)...
Out stealthing and chasing a 2000 hrs nurse player....
Hitting 15 great skill checks in a row, or better yet a madness 3 unerving presence overcharge skillcheck...
i can think of a lot actually
-
To add on to bubba buffs, I'm still curious if the devs would consider my bouncing bubba idea where instead of tantruming off walls he gains momentum, speed and time while chainsawing
-
To add onto this thread, if were going off logic a survivor would probably faint due to the increased adrenaline (on top of the illness and their already filled adrenaline bodies from having been chased by a killer.) adrenaline boosts blood flow, and increases metabolic rate. therefore the plague (a virus no doubt) would circle throughout the survivors body faster and send them into septic shock (ie them fainting) so if anything, the survivor would die quicker due to increased adrenaline.
-
@thrawn3054 said:
It's an interesting idea. Unfortunately I think it would prove too powerful. Maybe if you shifted the shoe idea towards something other than speed. One of Meg's perks is about being stealthy (Quick and Quiet) maybe shoes that had a noise reduction instead.
Do keep in mind 3% is an incredibly small buff, less then hope. And it locks you out of using other items (ie an insta heal perhaps) which may lengthen a chase considerably (expecially considering mom is now in the game)
-
Why not go all out healing wise. Botany knowledge we'll make it, autodidact, a green medkit with both the green add-ons that increase speed and possibly self care to top it off. Max efficiency and Max speed
-
@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/486557#Comment_486557
@Maelstrom10 Why would the item recharging when not in use encourage NOT to use them? I think you get it wrong here, mate. Imagine if a flashlight would recharge. People would use the living ######### out of them because they'd have no risk of losing them if they don't use it all in one go.
diference is though your not forced to deplete a flashlight during a chase yet you'd be forced to deplete the shoes during a chase, However to add onto a better alternative to regaining charges passively.....
@[Deleted User] said:
an add-on idea:
" Cleaning brush "
- once the shoes has less than 50% charges remaining. you can use this add-on. you'll start an action called " Cleaning ".
- this " Cleaning " action will take 15 seconds. during this action. you'll face a skillcheck every 2 seconds.
- failing a skillcheck will result in a noise notification and depleting the shoes. making it a burned out shoes.
- once the action is completed. the shoes' charges will be refilled to 100%.
note that it comes in 2 versions. a yellow (uncommon) version that can only be used once. and take 20 seconds (let's call it " used cleaning brush "). and a red (ultra rare) version that can be used multiple times (let's call it " new cleaning brush ")
about the burned out shoes.
instead of making it useless. there can be some add-ons that can ONLY benefit with the burned out shoes. but the benefit is " weak ". not that big of a deal. so people don't just burn their shoes at the start of the match to get these add-ons to work.
for example:
an add-on (rare or very rare)
- Scratch Marks stay visible 1 seconds less while using the burned out shoes.
- Stacks.
.
also changing the rarity of the shoes to very rare would be nice.
Why not have that replace the passive charge regeneration? a chase goes on to long and you lose the shoes, but if you get out of a chase, you can "mend your shoes" with different mending supplies making it a quicker or slower process. then as an ultra rare addon you could regenerate them passively out of a chase.
-
@Mochan said:
WHy would it recharge when not in use?
to encourage not running. due to the nature of the item Passively decreasing the charges while just sprinting (something that happens constantly in dbd) it would need to work under different rules. certain addons would be destroyed upon use,
@Orti said:
The idea is good in general but hardly unbalanced these 3% let you extend every loop by one run against a 115 killer and two against a 110 killer. If I have to image that you can get an een higher boost and this can be stacked with Hope it makes it impossible to catch up.
By the time hope comes into play, you would of likely run out of charges on your shoes to use (plus you could make the bonus only stackable up to 7/10% meaning you would be equal speed with a slow killer for 60s or slower then them if you capped it off at a point). and do keep in mind the time limit for how long you get that 3% without addons. 60s so it would help to get you out of a chase with a 110% killer (huntress and hag don't chase though typically) and would only expand the chase with a 115% so it really isn't unbalanced at all like you said :) the 3% on it's own would only add around one loop against a 115% speed killer and maybe two loops if your lucky against a 110% speed killer (all the while having the timer on the shoes tick down)
@holywhitetrash said:
why do these items recharge during game play unlike any other item in the game? and if you somehow use it all up in a match you get to keep the add-ons as well ... what?
then i got to the exhaustion perk replacement area and i just stopped reading this insanity
The item charges slowly under normal gameplay due to the fact it doesn't activate under normal gameplay conditions. Do keep in mind running is a pretty constant activity a survivor is forced to due in dbd due to well running from killers. So outside of a chase they would regenerate at an incredibly slow rate (requiring two full minutes between chases in order to regenerate fully from one charge) certain addons would still be destroyed upon use such as the exhaustion and burst ones etc. I just thought it would be unfair to possibly lose add-ons to an item you can't "99" like a tool box/medkit. That being said I'm all for them being destroyed on the shoes being destroyed.
Also a 3% speed increase isin't broken as it adds around one extra loop against a 115% killer and 1.5 loops against a 110% killer. Also the exhaustion add-ons wouldn't give the speed bonus and would be limited in use. Using balanced landing 3x a match I feel is balanced for an item that is destroyed on use.
-
@[Deleted User] said:
Make it make your Scratch marks more visible as well.
It would be kinda interesting if there were Consumable "Perk" items.
Yeah that's what I kind of meant by having them a different shade/tighter sort of like the predator perk. Maybe even make them glow dark red?
And yeah I really like the idea of consumable perk items, and well since Meg doesn't really have an item tied to her charecter (Dwight and Jake with toolboxes, and Claudette with the medkit, nea with the flashlight (even though she existed after the association is still there)) Meg doesn't really have an item associated with her and I thought it might be nice to think up one