Marcavecunc
Marcavecunc
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- Marcavecunc
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@[Deleted User] said:
A perk that would allow a killer to sabotage a generator so that failing a skill check hurt you? That would be awful!! I love it 😍
Sounds like a perk the Pig should have had, very Saw like lol
They could have made it into a Pig add-on.
Survivors working on a generator with a reverse bear trap should get a difficult skillcheck (think Overcharge). Failing the skillcheck either activates the trap right away without needing a generator to be completed, or puts them in deep wound state. (deep wound cause then it works if they're both healthy or already wounded, or it could be injured if healthy, deep wound if already injured)
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Your automatic die and respawn should also include if the zombie hasn't moved for the past 10-15 seconds (as in.. it's stuck, doing the walking animation, but not actually moving)
That's my main issue with zombies... Especially on maps with hills, they always get stuck on hills for some reason.
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@R1ch4rd_N1x0n said:
In the current state of the game, while annoying, NOED should not change in my opinion. The game is currently too Survivor sided, and nerfing NOED certainly wouldn't help with that. However, if Killers are buffed in some way, or Survivors are nerfed in some way, I would be fine with seeing a NOED nerf. But as of now, I really don't think it should change. Yes, it does save Killers who got owned all game, but it's quite frankly hard NOT to get owned because of how Survivor sided the game is (when going against parties that is.) Against solo q, however, NOED is quite a problem.
I had the idea of allowing solo q Survivors to communicate, whether it be through text or voice chat. This would make solo q no longer an issue, and as a result they could buff Killers or nerf Survivors to compensate, basically balancing the game better around communication. If something like this were done, then maybe NOED could see a change.
They did mention they wanted to add icons next to survivor pictures to let the team know what everyone was doing (on the survivor side only, obviously)
I wonder though if it'll include everything.. a generator icon, a chest icon, a totem icon.. if it does include everything, someone who's paying the slightest attention will be able to tell how many totems got done by others and play accordingly.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2823141#Comment_2823141
The point of circle of healing is to increase healing speeds for the team, it shouldn't function as an existing perk but better in every single way. If you want those extra heal speeds for your self-care then just... run self-care. But let's take your example then, should Circle of Healing give a +0% heal speed bonus, and just enable the ability to self-care to the team, would it be more useful in that case?
https://forum.deadbydaylight.com/en/discussion/comment/2823228#Comment_2823228
I think giving speed for borrowed time is better, lets the person get distance but not encourage the survivors to go for risky unhooks.
The fact the boon can (and will) get stomped during the match is what makes it deserve a speed boost. If it just unlocks self-care at the regular self-care speed, might as well just bring self care because the time it takes to bless a totem and then self care would be a major waste of time.
The healing speed it gives is not the problem, it's the fact they can (and will) bless totems over and over. Not that I usually mind since over-blessers aren't working on objectives if they spend half the game blessing totems, but it's still ridiculous how they can do it over and over without penalties and requiring the killer to stomp it over and over, and yet they nerfed Undying hard for that same reason because survivors whined about having to cleanse all 5 totems and that's sooo much work.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2823195#Comment_2823195
Which is pretty much a lie. There are several kilelrs viable in high mmr, cause its still casual and not competitive. Players are just too lazy to play as those cause theyre not too easy handle.
People care about "winning" (whatever it means for everyone) too much to play characters or builds that aren't meta, despite being way more fun than whatever the popular build of the moment is.
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The game should just give you one on each side each day to give you a reason to play both sides.
Or more than just one on each side, possibly 2 on each side? Or heck, 3 on each side. Didn't complete them? Next day they all get recycled and you get new ones.
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With dedicated servers being a thing for years now, I can't understand how not EVERYTHING in the game gets server validated. They added server validation for hits and grabs and whatnot, when it should be for EVERY. SINGLE. ACTION.
Validating the position of a lagswitching survivor or killer would prevent them from gaining an unfair advantage because they're cheating and the game doesn't bother checking if it makes sense or not.
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Ranks mean nothing anymore though. Your MMR is what decides who you get matched with, and that number is hidden.
Ranks just shows how much a person is playing each month rather than how good they are. Anyone can reach red ranks if they play enough. Someone being ash rank doesn't mean they're new/bad, it just means they haven't played much lately.
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@TeabaggingGhostface said:
My only issue is that we cant level nurse up at all, otherwise the killswitch is fine
Yeah, would be good if we could still dump points into her, rather than lock her up entirely.
As for the original post..
MMR is character based, so saying Nurse is the only killer viable in high MMR is ridiculous. If you reach high MMR with anyone, it means you're decent with that killer. If you're bad with a killer, you won't reach high MMR with that specific one. So while being a good nurse player would get you matched with good survivors, if you're bad at, say, Billy, you shouldn't get matched against those same survivors because your Billy MMR is lower than your Nurse MMR. And if your MMR is high with everyone, it means you're technically decent with everyone and that's it.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/311429/my-version-of-reworked-survivor-meta-perks
So here's my take:
Adrenaline: Fine as is.
Boon Circle of Healing: 50%, doesn't stack with medkits, doesn't enable self-care on it's own.
Borrowed Time: +50% movement speed for 3 seconds (No exhaustion), no longer gives enduring to discourage unsafe unhooks or body blocking.
Built to Last: Fine as is.
Dead Hard: Exhaustion duration increased slightly. When exhausted survivors can no longer Fast Vault.
Decisive Strike: Does not work once the generators are all done. Reduce stun to 4 seconds.
Iron Will: Doesn't negate Stridor anymore.
Prove Thyself: Fine as is.
Unbreakable: Incapacitated for 5 seconds so it cannot be used to immediately get another person up off the ground.
The whole point of Circle of Healing is unlocking Self-Care for the entire team. Your suggestion makes it 100% useless, since you'll need a second survivor to benefit from the perk, and if you have a second survivor with you, might as well just heal wherever you are rather than waste time going to the boon for a slightly faster heal.
I feel like boons should just have a cooldown, once your boon gets kicked, it gives you a 60 seconds cooldown before you can place a new one, or prevent survivors from blessing that one again for 60 seconds. Or require you to cleanse a totem to activate the perk first, then you can bless, and if it gets snuffed, you need to cleanse a new totem before being able to bless another one again. (but to be fair, just placing a cooldown on boons would be fine, no need to overcomplicated things)
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Sad thing about Spirit's chase music is.. if you hear it, you're either playing against a bad spirit player, or are a bad spirit player. Playing as/against a good spirit player you won't get to hear the music that much.
Same issue Nurse will have if they ever give her a custom chase music, you'll only ever hear it vs new nurse players, or only the first 5 seconds of it vs a good one.
Too bad, cause as MrDardon said, Spirit's chase music is one indeed one of the best chase musics in the game.
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@Reshy said:
Remove the current effects instead make it do:
If possible, the game spawns two basements in the map.
Spawns 4 scourge hooks around the map with the following benefit, and basement hooks become scourge hooks.
Survivors that are unhooked are inflicted with the Broken status effect for 60-90 seconds and suffer from a Deep Wound.
Turning Monstrous Shrine into a scourge hook perk and making the basement hooks into scourge hooks would make it more viable for scourge hook builds for sure, even if you didn't change anything else about the perk.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2823075#Comment_2823075
Actually, they complain because the game is not over yet and they thought they had the game already won which you and I know they didn't. So it doesn't activate for the killer actions, mean, killer being bad, it activates from survivors being lenient and not stoping gens to do bones. The iller gets benefitted by survivors not doing their job but alas, it's easier to complain on the other's side fault than our own.
True. And with boons being a thing, we know for a fact survivors have time to do bones over and over during a match, so they have literally no excuse anymore.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2823068#Comment_2823068
The one that displays the locations of sounds on screen are considered an accessibility option for people that are hard of hearing.
And a very abusable option for people who can hear just fine. Sadly, there's no way to know which side someone falls into.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2823039#Comment_2823039
Actually the "getting your butt kicked is a bad argument", sometimes you killed three survivors and close the hatch first so NOED activates. Does that mean they were winning? Not at all, you had the game in the bag, so to speak. Same with many times where all the gens are powered, sometimes there are only one or two survs left so the argument of being a crutch perk it's not really like that. There are many circumstances where NOED can activate and it doesn't necessarily activates when you're having a bad match as a killer.
True, but the main reason people complain about the perk is because of the way it activates when the killer was doing super badly. No one complains about the killer having it if they were already losing the game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2823061#Comment_2823061
I'm not talking about just headsets. I'm talking about scout mode, where footsteps and ambient sounds are increased by software, such as with Soundblaster. Asus is the ones with the sonic radar that puts an on screen display on your computer screen indicating the direction of sounds.
Ooh I thought you were talking about something in-game.. So it's a third party tool from soundcard makers? Didn't know those were a thing.. yeah it would make finding survivors super easy mode if you're not paying attention to ambiant sounds :/
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2823045#Comment_2823045
There is also the issue of headsets that will magnify the smallest sound and put an onscreen display indicating what direction the sound came from. So it doesn't matter if you are quieter, because it detects every sound.
Never heard of onscreen displays showing where sound comes from.. I know it's in the mobile version of the game, but I never saw it in the "regular" version of the game.
And if you play this game without a headset, you're doing it wrong.
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@Marc_123 said:
A lot of people would prefer a lot of perks to be removed from the game. Don´t start with that.
The do bones you read all about is not a joke.
There are 5 totems around the maps, learn the places where they spawn. Some are very obvious.
If you cleanse totems during the match you will never have a problem with NOED ever.
The game isn´t finished when all gens are ready. You have to escape and the killer has special endgame perks for that.
So doing totems in reality is not the timewaste some are telling you it is.
And they buffed how many bloodpoints doing bones gives a while back as a motivation. It used to be 500 for dulls and 1000 for hexes, I think? Now it's 1000 and 1500. Really adds up if you do more than just one totem.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2823025#Comment_2823025
That's really unfair to people who play Jeff or Ash. They already have to waste a perk slot on Iron Will to be on the same level as Kate or Ace.
Then they should make these survivors less loud as well, if they rework Iron Will, to make playing these characters less unfair. (I know about Jeff because I play him a bit here and there, so that's how I noticed how loud he was when healthy vs wounded with iron will)
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@Starrseed said:
If noed is such a pain in your side I think it does what it's supposed to. At this point I am convinced that the reason they don't work on noed is that they want it to be that pesky little perk that gets you to do bones eventually.
And I personally think it's OK like it is it's an endgame perk so it needs to be somewhat good and if you look at perks like blood warden or no way out that's true both are very strong perks that single handedly can screw you over even if you had a good game otherwise. And noed is exactly that it can screw you cause it is very strong but it is a hex so unlike the other two you can actually prevent it to ever activate or shut it down very fast so I think it's power kinda justified.
Only problem I see is camper like to bring it and you don't have time to do gens and bones but that's a different story cause you can't punish a perk when camping is the problem
Seeing how often people use boons in a match, the "I don't have time to do bones" excuse is out the window. You have time to boon totems 5+ times in a single match, you have time to cleanse them all.
Don't nerf noed because survivors are too ######### lazy to do bones. Nerf it because it's unbalanced and could do with some more requirements than getting your butt kicked.
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It's a generic killer perk, meaning any new killer will see it on their bloodweb pretty early on.
It helps new killers get some kills after being stomped by survivors, and it teaches survivors to do bones to prevent noed from activating (or to do bones after it does)
That being said, I wouldn't mind a rework, as long as it doesn't become 100% useless. (as in, the killer having to fill up some requirements, possibly having achieved at least X ammount of hook states, before it activates, not just when the gates are powered)
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I love Iron Will, but I find it ridiculous how some loud survivors (like Jeff) are louder when healthy but when wounded with Iron Will, they become super silent.
It should just remove the grunts of pain and leave the regular breathing/panting noises the survivors make. So basically, make a wounded survivor sound the same as a healthy one.
But I wouldn't complain if it was adjusted to something more realistic along the lines of 80-90% noise reduction, make them more quiet but not fully silent.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2815038#Comment_2815038
The hissing is still there, along with the hands fully turning around and opening
Guess I'll have to pay closer attention to those details next time I play him.
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I posted a similar idea the other day
Another one I had , along some of the ideas you suggested was:
- - A perk that gives you a bonus if you're within the boon's range
- - A perk that reduces a boon's radius
(could be combined with the snuffing one, the more you snuff boons, the smaller they get, or something)
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2815035#Comment_2815035
I know from my experience my match BP’s have went over the cap.
Probably from post-game point bonuses during an event or something. Pretty sure I've seen it happen multiple times in the past but can't quite remember the exact reason why.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2814002#Comment_2814002
Demogorgon has a hissing sound when his Shred is fully charged, it's subtle but it's there. Also, when Shred is fully charged, Demogorgon's mouth is fully open (I'm 60% sure, haven't faced Demogorgon in a while)
Right, but the mouth being fully opened part doesn't help the player since all you see are your hands.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2814286#Comment_2814286
I tested it last i was on dbd dailies dont go over the cap
Really? My mistake, I was sure they did. What is it that brings points over the cap then? Do challenges also not bring it over the cap? So just the free points codes and the grade rewards? Cause I'm pretty sure there were ways to go over the cap before codes and grade rewards were a thing.
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@Vlarian said:
https://forum.deadbydaylight.com/en/discussion/comment/2814299#Comment_2814299
I feel the same. It doesn't feel like you can "save up" bloodpoints because you HAVE to keep track of your bloodpoints and if not you might reach the cap and start wasting points. If they remove the cap or raise it significantly, I can relax while I know my points are going up and I can use them whenever I want.
Especially during events, where it's easy to get over 100k per match, sometimes even more than that, even more if you do challenges or dailies at the same time. During regular sessions I don't really play long enough to get that many points, and sometimes mostly just spend them as I get them.. but if I play with friends during events, I won't stop to spend my points every match. Except I'll have to stop every 5-6 matches before I get too many and reach the cap.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2813423#Comment_2813423
This is the failed system people refer too Survivors found ways to abuse the hook timer pausing by just looping the killer around hook.
Yep.. every time BHVR tried to add something to prevent camping or tunneling, survivors abused the ######### out of it. So things won't change until survivors learn not to abuse things that are there to make the game less painful for some people and to prevent camping/tunneling. You only got yourselves to blame if these changes aren't viable.
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@Vlarian said:
Honestly, they should just remove it. Or; raise it to 10 million so people who play really long sessions don't feel like they're waiting BP's or feel pressured to spend it on something.
yeah I hate having to stop playing to use up my points.. If I'm actively leveling someone, I can just use them up between matches, or if I'm leveling a survivor.. but if I'm using my survivor points on the killer side, then I have to switch sides, use them, then switch back.. or if I'm leveling a different killer than the one I'm playing, I need to switch killers, use them, then switch back before I can queue up since you can't switch killers after queueing up anymore.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2442744#Comment_2442744
LOL! You just mentioned Midwich, the map that Killers win the most on!!!
And Midwich is one of the smallest maps (it is a 2 story map, but it's still the smallest one in terms of length/width) and Hawkins doesn't even exist anymore, and they forgot to mention Eyrie.
But yeah I do agree with them, the maps need to stop being so big, they know big maps are a problem and yet they release Eyrie of Crows (ok I just checked the wiki for that map's actual size, and according to that, it's a pretty average sized map, but it feels big to me.. maybe because it's more rectangle shaped than square)
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For the blood cap, I guess raising it to 2 millions wouldn't hurt, considering how grade reset max rewards is 2 millions (1 on each side for reaching iridescent 1)
As for dailies going over the cap.. they already do, don't they? If you're at 1 million and you complete a daily and turn it in, you'll be at 1,030,000 points? Same with challenges, they can bring you over the cap. (unless I'm mistaken, but I'm pretty sure they do)
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@Trickstaaaaa said:
Just assume any username such as hex, or any odd name is steam. Since we can change our username to whatever we want, at whatever time. We don't have to pay the 10 bucks to change our name :), nor do we have restrictions. Our usernames tend to be the most unique, since can put whatever we want.
Good point there. Any names with a space in it or that is too DBD specific is definitely Steam/Windows Store/Epic. (well, to be fair, I don't know about Windows Store and Epic Store names, so maybe they have similar restrictions to console)
And generic boring names like xx_gamer_boy1994_xx are definitely console.
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I don't see why the crossplay icon is even there in the first place, to be honest.
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@KrampusJumpscare said:
https://forum.deadbydaylight.com/en/discussion/comment/2813959#Comment_2813959
Yea, since tinkerer rank 3 is 16 seconds, I thought 12 seconds would be a good amount.
The numbers are just to express the idea anyway, maybe around 30-40 seconds for the oblivious part.
You got the point tho, now I just hope the devs will see this and like the idea ^^
Yeah I get the idea :)
I'm a big fan of oblivious/undetectable/blindness as well as tracking perks, and I agree they don't use these 3 status effects to their full potential.
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@konchok said:
Your suggestion has made me think of an alternate suggestion. Rather than having the item added to your inventory, what about a charm that becomes unlocked. Have it be a charm related to the VHS.
Unlocking charms for escaping with a killer item would be a nice touch yeah.
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Good idea.. with dedicated servers, you'd think everything would have server side validations, not just a handful of things.
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What I would like is for the game to give you either a visual or audio cue of when your shred is fully charged. Bit like how Huntress' hatchets make that blinky noise when fully charged.
(unless demogorgon's shred already has that and I never noticed, but I'm pretty sure I've seen other people complain about this before in regards to the daily that requires full shreds, and getting screwed over since partially charged ones don't count for the daily)
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Making it only for people with the perk would be useless, everyone might as well just bring self care if they need the boon perk to self care within the boon's radius in the first place.
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@BassTram said:
I had ideas about the blindness status effect before and the main thing I wanted to change was to make the circle disappear for when a gen gets done or a survivor is hooked for example. When I'm blinded and a survivor is hooked since I can still see the circle I basically know where to go for the unhook and blindness doesn't do anything
My main issue about blindness as well.
I love Third Seal, and sometimes get easy kills because the survivors aren't paying attention.. but if I'm the one blinded and someone else gets hooked, I definitely look for the black bubble and head there to unhook them, blindness is easy to bypass for hooks. For other things, it can be a pain.
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@AngyKiller said:
So basically trophies? Kind of not on-theme for a game where Survivors are the victims of an eldritch horror devouring their souls, and even escaping is just resetting them for the next attempt to die.
So you're saying survivors escaping with items should lose them, then? To keep on with the theme? ;)
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Clown becoming undetectable from walking through it would be a bit too OP, but I guess that's why you made it 12 seconds. The oblivious part of it I agree would be nice, but for shorter than 60 seconds, that's way too long.
But yeah it would give clown some more mindgame potential to have an oblivious/undetectable add-on.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2811988#Comment_2811988
Boons are poorly designed and messed up a lot of things. That doesn't take away from the fact that the original design works. Just means something needs to be done about them.
They just need to add a cooldown or tokens to boons, that would fix the main issue about them.
Whoever set up a boon should get a minute cooldown after their boon got snuffed. Not after placing it. So a player blessing a totem could go bless a different one right away as long as the first one doesn't get snuffed. As soon as it's snuffed, their boon perks go on cooldown for a minute (or something) before they can bless a new one. OR that specific totem can't be blessed again for the rest of the match, or it gets blocked for a minute or something. Or destroyed entirely. Why should cleansing a hex break the totem, but snuffing a boon doesn't..?
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@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2811056#Comment_2811056
Reminder that Undying got nerfed because survivors shouldn´t be forced to cleanse the same hex up to 5 times IF they´re unlucky at a literal coin toss.
Meanwhile killers get to play janitor whenever they see a boon totem (a side objective), juggle their remaining time between hooking (main objective) and gen regression.
But the game is so killer sided, how could that be! (sarcasm, cause I know some people won't get it)
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@Nico_0 said:
Exposed while in the boon area? best idea ever
It should not be an hex (or it would be crippling bad), survivors can just avoid booning
Yeah good point, and it would only be while in the boon area, not map wide. But yeah plenty of things they could do with boons on the killer side.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/309958/soul-guard-but-for-killers
Make it fired up where you have to still kick the boon, but also applying a +1% movement speed bonus and a maximum of 10 stacks.
I like the idea of a perk that gives you a bonus for each snuffed boon.
I mean, nothing stopping them from using both ideas..
Perk 1: Boon is up, bonus effect ABC happens.
Perk 2: Boon is snuffed, bonus effect XYZ happens.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2807479#Comment_2807479
But them getting revived is not the Killer's fault.
And if the killer downs them again, the bleeding resumes. If they don't get downed again, then they can go work on objectives until next down/bleedout. And yes, it's the other survivor's fault they keep getting healed, not the killer's.. and if you don't want to get healed up, just don't recover at all when you get downed and move when they try to heal you to prevent it.
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@yeyil75996 said:
Disabling his #########*ng chainsaw if he's too close to a hook for too long would solve the problem! This guy can camp a Survivor without any effort and without any teammate being able to come and save his teammate on the hook, which is totally absurd AND EVEN WITH BORROWED TIME! A killer should not have the possibility of ensuring the impossibility of taking a save!
And survivors should not have the possibility of ensuring that every single ######### save is safe. Don't go for the save if it's not safe, borrowed time or not.
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@anarchy753 said:
I like the concept of a perk that gives you buffs while the survivors have boons up.
However they'd probably make it absolutely worthless by making it a hex as well.
Yeah probably. Some effects might be worth making a hex, but others definitely not. Depends on how they do it (I mean there's possilities for many different killer perks that depend on boons)
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@Lord_Xylum said:
https://forum.deadbydaylight.com/en/discussion/comment/2804593#Comment_2804593
It's meant to give a big incentive to seek and snuff Boons. Kick the Boon, deny any re-blessings and protect your Hexes for a little while.
Good idea. Personally, when I play killer, I usually snuff boons as soon as I can if I walk past them (or figure they're re-blessing the same totem for the 10th time), sometimes even mid-chase, because they're pretty strong. So a killer perk that would prevent the re-blessing? Sign me up!