MrKrabsArgArgArg
MrKrabsArgArgArg
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@Gandor said:
It would keep ruin weak. I think ruin needs at least better numbers. 150% regression and sure - it can regress gates too. The perk is weak and probably cleansed long before endgame anyway
I am personally not against Ruin being buffed, or even just completely reverted to it's old state. As for it being cleansed before endgame, I figure in a lot of my games where I try ruin, I find that my totem isn't really cleansed out of just a lack of care, and it goes away. I also know that Gate regression is a topic that comes up a lot, and I figure, why not just add it to Ruin, since it's already a perk that's not good anymore anyway
Unless they add Gate regression as a non hex, I don't see why not
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I think at the very least, if you make a report against a player, and an action by BHVR is taken against them, then you should be able to not play with the player in question
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I think similar to Hex: Plaything, this shouldn't actually be a single totem that spawns at the start, rather it only spawns when a Boon is then Hexed. Cleansing the Hex doesn't actually remove the perk from the game, rather it removes the Hex until another Boon is reintroduced, and then it can be re-hexed, and so on.
As for distance, some maps may be too big for this to work, so I propose making it so that for each Hex you obtain with this perk, you gain tokens that increase the range of each Hex, and around 4-5 Hexes makes all the Hexes map wide
I had a similar idea for Shattered hope to be like Old Undying, where snuffing totems turns Boons back into Hexes, but removes the tokens, but I think this is probably a better choice
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Whether or not some or all of what I say could be added, here are a few I also thought of
To start I feel like a cool ability would be to have it so that you can create a guard path by walking the route, and then when you either max out the patrol length, or decide to spawn the guard, it will spawn on where you started from, survivors would be able to see the green path, and there should maybe be a minimum distance you need to walk in order to summon guards
Another thing is that rather than kicking one object at a time, I think guards should just stop and break any objects in their patrol path. As of right now those little circles pop up, maybe they could make them larger, and patrol paths inside the circle will be kicked during the patrol. Without factoring in walking time, the Carnifex could damage 6 objects, the Assassin could damage 2, and the jailer could damage 4. However as I said, the walking speed would need to be taken into consideration, and I feel like at the absolute most, 3 objects could be potentially damaged
The Knight should also be able to just walk up to a kickable object, and be able to have his guards kick things without needing to stop and go into patrol mode, it's just slow and a waste of time. Maybe he could get slowed down during this, or the guard summon takes longer, but patrol mode to kick objects with guards every time feels repetitive
Survivors picking up standards should slowly buff the guards the more standards you pick up. Creating a situation where if you feel like you NEED the standard, pick it up, and if you don't, you'll just have to leave it. However once the guards reach maximum buff status, they should no longer drop standards
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3274803#Comment_3274803
yes. If you boon dull totem, it will become blue. Blue color is very well visible on every map right now (best example all farm maps and dull or hex totem blend into corn, but boon does not). So if you change the color, you are buffing all the boons (because they would be harder to see/find)
I don't see how a cosmetic is any different than some outfits that blend in. If you struggle to find literal glowing bones then idk what to tell you
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Similar to how the Deathslinger reloads, the trapper should arm his traps on his person, then just set down already armed traps. This would allow the trapper to get a bit more mobility into trap placing. Both of the traps he carry should already be armed, and reloading reloads all currently carried traps
Escaping from traps on your own should also without addons give a basekit sloppy butcher (Mangled, Hemorrhage, and incomplete heals drain the bar) and having a team mate help you out makes it so you don't get this. Possibly even deep wound since this is also an addon
I also think this may/may not be controversial, but I think his Bloody Coil addon should just be basekit, or disarming traps should at least have a chance to injure the player, and then the addon makes the chance 100%
By default, traps in the map are disarmed, they should just be armed by default, because why not. Current random trap placements I think should also be re-evaluated to be put in better places
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/355814/boon-colours
Making it any other color would be a major buff to boons (as there is no other color that is more visible in current game then the blue one selected for boons). They can be seen from very far away right now (making it useless to boon on some places - like grim pantry a rock left side (looking from middle of the map) of the shack that faces to the middle of the map - you can see that one from like 70% of the map even if you don't hear it). As killer mains are already fed up with CoH, I am pretty sure this will not feel good to them.
If it's not a dull totem, it's a boon. This isn't a buff lol
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Trapper needs different traps other than the standard bear trap. Window traps, pallet traps, door traps
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I had this thought a little bit ago and honestly it would make sense. Undying honestly shouldn't even appear until another hex totem is cleansed, unless it's the only totem of course. This way based on the game start, totem placements can be decided based on where other players are
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3260209#Comment_3260209
I am not going to look for "logic" or "realism" where survivors can fix motor in 90s, said motor is degrading when in regression state (with simple kick putting him here) and survivors being able to completely heal themselves in 16s by holding hands above each other.
My reason for changes like this is fun aspect (so sure if it makes some intresting interaction, then add that and compensation-nerf him in some other way), or balance (and oni belongs to those stronger killers together with blight). So for this fully no for blight. No for Oni. Ok I guess for Billy.
If you are looking for a fun aspect, I also can see how that would help. If you find your chases in an Oni game are going nowhere with his power, like I sometimes do, just break it off and use your time to smash a bunch of generators. Even if not, it really is a why not thing. I feel like there's really no reason to not add it
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@Gandor said:
Why? I would be more inclined to buff Billy instead of Oni. Oni does not need any buffs (or nerfs for that matter). His ability is plenty strong already. His map pressure can be compared only to strong nurse (when in ability). His only real weakness is to deny him the ability, which is fair interaction IMO.
I just found it to be an interesting concept, also I feel with Oni having a limited time frame with his power, compared to Billy who can use his power when it's not on cool down would be a better killer to add this to. My inspiration for this comes from the fact the Knight can damage all three breakable things (Pallets, walls, and Generators) and since Oni is using the same weapon as his power as his does in animation, it's more of a why not
I don't have anything against adding this to Billy or Blight if it's deemed appropriate, I just found Oni to be the most reasonable since like I said he's required to earn his power opposed to Billy and Blight who use their power whenever they want basically