Milo
Milo
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- Milo
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So basically insta-down hatchets... but if he misses he can't M1.
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Unlocked: Devotion 1 Lvl 1 every Devotion increases BP Cap by 500.000Okay. Good idea.
XP Booster: 1 day (+0%) / 1 week (+30%) / 1 month (+100%) 50% = 250.000 or 150 Auric CellsYou lost me.
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@TheEdster said:
I agree with that
I have come up with 3 perks that I think are decent:
Long Gone Every time you cleanse a Hex Totem or finish a Generator alone, the Visual and Audio cues for the Killer and Survivors are delayed for 5/10/15 seconds (The effect of the Hex Totem persist for the remaining seconds and Perks that trigger when a Generator is finished, i.e. Adrenaline, Poised, Rancor, Bitter Murmur, etc, will also be delayed).
Accolade Work For every full Generator you complete you gain a token, for each token that you have 6%/8%/10% of the progression bar of the Exit Gates is immediately completed when you touch the Exit gates. (Extra explanation: when you have 2 token, that is 20% completed. When you have 2,5 or 2,99 tokens that is still 20%. The Exit Gates takes 20 seconds to open, 20% of 20 seconds is 4 seconds. 20-4=16 seconds. So if you have 2 tokens it takes only 16 seconds to open the Exit Gates instead of 20 seconds)
Stand Your Ground When you pick up a Survivor from the Dying State within the Killer's Terror Radius that Survivor gets the Endurance Status effect for 10 seconds. Any damage taken that would put the picked up Survivor into the Dying State will instead apply the Deep Wound Status effect. The Survivor has 10/15/20 seconds to Mend themselves. If the picked up Survivor takes any damage while affected by Deep Wound, or the Deep Wound timer ends, the picked up Survivor is immediately be put into the Dying State (This Perk I could also see being added to already existing Perks like Buckle Up).
Stand your Ground could literally be put into Buckle Up. (but obviously they need to have more perks so yeah)
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Hm... Maybe you both spawned at the edges of tiles? But it didn't see it would spawn you really close? Im not sure.
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Good idea!
(just out of curiosity, was it easier to edit the charm into your slot instead of equipping it?)
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2) Im against this mostly because of how this could affect fps
3) Yeah, so it's balanced.
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This must've been some kinda of a bug (long time ago i had 4 gens remaining on the final generator).
Maybe the game couldn't figure out where to put a generator?
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@5thPerkSlot said:
https://forum.deadbydaylight.com/en/discussion/comment/1261526#Comment_1261526
I only play as Sabotager build, 1k hours, so I am pretty sure this perk is too weak since the time you are inflicting the +20% wiggle to the carried surv is not remarkable since you must be too close to the killer.. consider the 6 metres in game feels like 3 or so. Not to mention, an +1% of extra speed to 7% does not even let you maneuver around the killer as you guys depict.
Yui's top tier perk (level 40) needs a rework, otherwise is so under powered and wont be equipped, just check the official stats of perks usage.
We are talking about fun, and this perk so far does not compliments Sabotage properly. I am not even asking to increase the wiggle buff more than a 20% or a 15/20/25%, that is fine, balanced, what I suggest is the radius of action to be more than 6 ridiculous metres.
Because it's not supposed to compliment Sabotage. More of Mettle of Man.
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@AnnoyedAtTheGame said:
https://forum.deadbydaylight.com/en/discussion/comment/1261200#Comment_1261200
Franklins hasn'd unlocked on any character yet. Not one of my killers has it.
And my other points?
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@batmanscar said:
so to both of your posts like I mentioned I played using my powers and add-ons , the issue is with the game . if survivors do not use add-ons the killer gets considerable less BP's and the devs should fix this issue in the next update . I just played with survivors that did use add-ons and I got over 20k BP's .
That's not how BP works. You don't need to use items and add-ons as survivor. (unless they want more bp from self healing or boldness)
And over 20k isn't that bad. (i recommend using BBQ if you have it)
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Haste exists to make you be able to catch up to the killer to body block the hook and to bait out hits.
They could increase it a bit (meters and % wise) but i think this is a pretty good perk.
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@batmanscar said:
no because even if I slug I get crappy BP's so
Do you slug without hooking? How long are the chases? Do you break pallets/generators? Do you use your power a lot or no?
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My question is why you decided to nerf Iron Will, Dead Hard and pop (tiers)?
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@Macymj6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1261240#Comment_1261240
What i mean to say is not all infinites needed to be removed. some infinites were op i definitely agree with that, but if a killer cant find a way around an infinite then thats their problem.
and i have took breaks, i shouldnt even have to take a break in the first place.
i know survivors complain a lot but the thing is everytime a killer main complains (which they do much more) they get handed everything on a silver platter.
and definitely. i do agree both sides need changes. not nerfing survivors constantly as a solution to everything.
... You know why they're called infinites right? Because there isn't a simple solution to them.
Taking breaks is normal.
No they don't. If that was the case, Nurse or Spirit wouldn't get nerfed.
Again ^ my point.
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Again, the game rewards games that last longer.
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yall got rid of infinites because some killer mains complained?Because majority of the playerbase complained. Heck even survivors complained but used them becauses they were that good.
this game makes me so mad to the point where i dont wanna play it anymoreThen don't? Take a break. It's natural for these type of games to make you mad.
Killer mains quit complaining about everything.Survivors do too. Just take a look around the forums
The only reasons im complaining is because I think us survivor mains deserve too.My point exactly. Sides shouldn't be entilted to buffs. It's just natural way of things. It's a living game so changes are to be expected.
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The question is why.
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@AnnoyedAtTheGame said:
https://forum.deadbydaylight.com/en/discussion/comment/1259950#Comment_1259950
Use it a few times and obviously you get better at using the flashlight. Practice makes perfect. Then that player will be blinding every pallet drop all over the map and blinding the killer on survivor picks up.
The flashlight must be useful because in my games 1 in ever 2 games have flashlights in them.
That goes for everything doesn't it? Also if you're facing flashlights that often how about Lightborn? Or Franklin's Demise?
(and as someone above mentioned, Looking at a wall, fake picking up+180)
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@Meroko said:
https://forum.deadbydaylight.com/en/discussion/comment/1259952#Comment_1259952
You couldn't be more wrong and clearly have never played killer. Killer lunges are definitely not the same and some change depending on their states (See T3 Myers). Freddy has by far the farthest lunge right now. I would say it was okay before his buff, but it definitely needs looked at now that he's easily Top 5 killer even without the long arm lunge.
Okay you got me there, Myers has reduced or increased range depending on his tier.
And no seriously everyone has the same lunge "in their basic states". It might sometimes look wonky but it's mostly because of latency.
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@Cheers said:
Tenacity should have a slight nerf to noises, maybe 50%?
Poised buff is good, I'd be in favour of this.
Lithe buff is extremely over powered if this was to happen. People consider 19% (Resilience and Spinechill) extremely strong, and 50% would be out of the ballpark.
It does only trigger if not exhausted. It could be toned down a bit but i think it makes sense.
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Maybe? Although it was quite some time after they added any generic perks so my hopes aren't high.
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No. Was tested and survivors abused it.
(i swear i just might stop replaying to 1 post guys soon™)
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No, The playerbase isn't that big to allow (basically) 4 queues, 2 for each gamemode.
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I would rather they buff it in other aspects.
Like increasing % a little bit, increasing the range a lil bit or just decreasing/removing the cd.
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Everyone's lunge is the same, this counts Freddys.
Maybe you were just playing against someone with bad connection thus resulting in worse latency.
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No they should not. They are hard to pull off (saves) and at pallets, yes they're annoying but not that usefull.
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They could change it so those speed add-ons have a drawback instead.
"Your terror radius is increased by x" or "Your chainsaw is louder"
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It could be used for some sneaky plays.
They changed it because Saloon was really safe unless the killer decided to break walls. However now, most walls are pointless there.
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@BlooperReel said:
https://forum.deadbydaylight.com/en/discussion/comment/1258670#Comment_1258670
This is understandable but there are plenty of perks now that balance this out. If EGC is not triggered by closing the hatch, the survivors still have to open the exit gates without giving themselves away. Killers can bring NoeD, blood warden, and a plethora of other bull crap that they can sill use to win. Bring back killers with skill rather than killers who just have to camp two doors on the same wall for 2 minutes straight.
When that hatch closes, so too do your chances to escape. The hatch only opens when there's one survivor left. That being said, it's a 1v1 against some dude who probably is running noed and will likely catch the survivor who has to scramble for the door or die to the entity. There's nothing they can do but LITERALLY pray the killer doesn't find them.
Doors are loud and obvious and once they hear that bastard all they have to do is go straight to it, boom, the chase is on but the game is already lost. It's not a balanced situation and it's less of the last kill than a slaughter. The worst thing that can happen are killers who are probably real psychopaths and use the game to torture the last survivor because the survivor has no chance of getting out. With EGC gone from shutting the hatch, the survivor can tactically spend their time opening a gate rather than practically clawing at the door.
Again. You basically lost 2 times now (other survivovrs died and hatch closed). Your chances of escape SHOULD be slim to none.
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This could be even a little replacement for skill checks. Sometimes its a skill check, sometimes it's this. (it would appear with a diffrent sound perhaps?)
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It's a code of error that says that error occured because of code 500.
On serious note: I have no idea. Maybe you should try checking your files/reinstaling the game? I know it sound stupid but it might just work.
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See how the turn tables.
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@JoeProKill2000 said:
This is already here, it’s called object. This would be abused in swf just like object is.
However its unique.
And it even follows the "on a sunny day, during the summer" formula.
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So in turn make it so moring is actually valuable for pipping.
Or how about changing Moris so tunneling off the hook isn't a possibilty?
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why should some guy thats selfish decide to take away points from the killer just to be annoying/a troll ?Tbh, dc'ing for someone else is the most selfless thing now (you lost all your points and get penalty for it). It is annoying but there isn't a "clear" way to combat it without overhauling a whole mechanic.
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Okay. So now it's 3v12.
Next one is gonna be 4v16?
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1) this is already a thing.
2) a hard limit on a match is a good idea
3) Why aura?
4) I literally have no idea which perk this is.
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1) No
2) ... No
3) There should be also time to jump into a hatch/open the hatch with a key then. Remember, hatch is a "2nd chance" for last survivor. When they basically lost, it shouldn't be easy.
4) I doubt entity would want to help survivors in such a task.
5) Again, survivors shouldn't be in a winning situation. They already lost twice (let 3 other survivors die and the hatch was closed). Your chances of escaping now should be close to non.
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are you talking about if he camps you and he just shocks when they go for the save?The best thing is to spam the hook, but one person is off the side and can go for the save during the cooldown!
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Wow Camaraderie would be overpowered.
"Detective's Hunch: Increase duration to 30 secondsis not neededBond: If you see a survivor's aura with this perk, they see yours as well. Would become better Aftercare (even after your buff)Stake Out: Gain tokens even when in chase, increase max tokens from 4 to 5Nope, they should however change it's behaviour to be similiar to DiversionAnd the rest i guess are fine?
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You should try at diffrent times of a day. See if that gives any changes.
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Didn't tires usually spawn there?
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So how long were those chases?
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That's why it was buffed.... to still do it's job well.
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Making everything random would be more of an imbalanced tho.
And again, This mori change will make them "balanced" but pretty much useless.
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Okay im confused... You want to change ranking system... Yet you change bloodpoints gains in more ways than ranking system.
And again, what is a win or a lose? Is it like Identity V when if killer has 3 kills or more its a win, 1 kill or less its a lose and 2 is a draw?
Or is it just escaping and killer getting x kills. (btw this is just going back to the victory cube)
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What advanced tutorial should have:
- Basic understanding of aura reading
- All of the current status effects
- Usage of items
- Usage of x killer power
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1) Hag also does this. Freddy is countered easier because you just have to be awake, while with Hag you have to crouch.
2) Because there is still risk involved. What if that player dead hards to a safer location?
3) Again, wake up. But still it being proximity wouldn't... hurt i guess?
4) Because it's a part of the game? If the killer was bodyblocking you while EGC wasn't activated then yes i could agree its stupid. However this match was all the time alive.
5) Latency