MrMori
MrMori
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Play Huntress
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Guess I misinterpreted the rework. I was actually hoping it didn't exclusively activate when a single survivor was left alive. How pointless. I wish games that were decided and done also ended. At the bare minimum, make hooks respawn after 30 seconds after someone dies on them.
I truly despise slugging the last 2 survivors on a dark grassy map, then having to scour the whole damn map to find an Iron Will survivor hiding in tall grass who knows where.
But what I hate even more is multiple survs going to "comp corner", abusing the fact that hooks don't respawn to waste your time. Exact same energy as the killer bleeding someone out out of spite. Hooks not respawning is an insanely outdated mechanic anyway.
All I wonder is if I slug them both and hook one, will I then automatically mori the last survivor who's already downed? I'm guessing not.
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@Tranquil_Blue said:
I'm genuinely curious: are people doing this primarily to get the rewards (for having characters at P3 prior to the new system kicking in)? We know the reward won't be a cosmetic item. What do you think it will be? Will it really be worth it?
Anyhow, I'm fairly certain that many of my characters will automatically get "caught up" in the new system with at least a level or two of prestige due to the number of perks I have on them.
I'm doing it cause I'm curious about the rewards for one, but also cause I have every killer except the two I don't own P3'd, and most survs I just rushed to 40, so I have no reason not to prestige them right now. Would've been nice to know this a month or so back when I started going for all perks, I could have gotten plenty of survs P3L1 then.
What I'm most curious about is when does the Prestige rework update hit. Is it after anniversary? Will there be cakes during anniversary, then after that the update hits? That would be ideal. Then I could realistically prestige the remaining 27 or so survs. But if it hits before that, or no cakes, I won't get far.
@KateDunson said:
I have every survivor and killer p3 full perk except for ringu(didn't buy the dlc cuz she's a joke of a dlc)
Glad to know I'm not the only one who doesn't own all killers and survs. I hope the prestige reward won't be some kind of "border" chance like it's been suggested. Would be depressing to have a bunch of characters with a unique border and then some don't, with no way to get it.
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@ChurchofPig said:
It's weird because they even say on the official website the "final living Survivor standing." Which is like, okay which is it? Final living or final standing? Those can be very different things. I'd also assume that if it just activates on the last non-hooked survivor, it would only trigger in the event no survivor can unhook themselves. So the survivor downed would have to be either going to struggling or death hook while everyone else is struggling or death hook in order for it to activate.
Yeah, the wording isn't particularly clear. In short though, if we assume it can happen when there are multiple survivors alive, I want the Mori to bypass self unhooks. After all, if there are no second chance perks you could just stand right in front of everyone on stage 1 and wait for them to reach stage 2 to secure the game, it's theoretically already over.
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I disagree. Also, it takes about 1.45-1.5m to reach level 50 from level 1. If you skip perks in favor of always going for the absolute cheapest bloodwebs, it's a little under 1.4m.
I personally love the change, because it makes complete sense. You "complete" a character, get all their perks on everyone. This is also much better than perk tiers because you can prestige characters who have perks you like using. All for it. I just hope there are cakes this anniversary so I can grind some P3s. If there are no cakes because of "Blood Rushes" or some other BP events I'll be very frustrated.
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2964013#Comment_2964013
is that a complete rework or just added on to the current version of noed?
Complete rework. I think the instadown is fine, but the speedboost and the fact that finding the totem is inconsistent is what makes it feel truly cheap. Like if you can't catch them in a normal loop, this helps you get what feels like an unjustified hit. The whole "revealed after opening gates" thing would be a pretty cool thing, because then survivors would be encouraged to not 99 gates and instead open them, then try to get the totem. Would make Noed as a whole much less frustrating to deal with, because it would allow for more counterplay in the average solo game.
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@zombitehdeath said:
i have my own idea on how noed should be changed, making it fair and rewarding imo
noed will gain token after hooking a survivor up to 12 token. for every 3 token noed give an added affect such as
3 token gain 100% more bloodpoint in the sacrifices category
6 token gain a 7% haste for 60 seconds after hooking a survivor
9 token survivors suffer from the exposed status affect for 30 second after hooking a survivor
12 token gain 100% bonus bloodpoints in all catagories
That just sounds like Devour Hope but more consistent. All for the BP Boosters though.
How I would rework it is this:
- Speed boost increased to 3/4/5%, but only for the first 10 seconds after gens are completed
- Totem is revealed to the survivors once the gates are powered
This way it would feel like there's a little more counterplay to it from the survivor side. But, you'd have to open the gate to find out. It would also incentivize actually trying to break the totem instead of just leaving.
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An incredibly easy way to fix Dead Hard is remove the invulnerability, and add a 3 second period where you cannot vault or pull down pallets after using it. That way it would purely be a tool to dodge attacks, maybe you could even gain a speed boost for a second or so if you manage to dodge an attack with it.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2961820#Comment_2961820
Also super blurry.
That's FXAA being forced on every game, I had it disabled but 5.7.0 forced it on with no way to remove it. Luckily you can remove it as of 5.7.1 and after, I used this steam guide and edited the Engine.ini. From this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2805461108
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Sure. But you shouldn't have Decisive Strike after entering a locker, or touching an exit gate.
Also make it 40 seconds instead of 60 seconds.
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Legion is probably the most consistent. People forget that you don't just gain deviousness for using his power, you gain Brutality points for every single hit in your power. First hit, hitting a person already affected by Deep Wounds, doesn't matter. Brutality is where a lot of killers struggle, except Nurse and Blight who can very consistently get hits.
I personally just run Legion and go for 8 hooks, and if I'm a little low on points I start using my power to slow the game down and catch up on points. Legion is in my opinion by far the most consistent points farmer because as long as you can get 4 BBQ stacks, you can guarantee hits for the remainder of the game and max out 3 of 4 categories easily.
But any character that doesn't instadown or get few hits per game is good. Nurse, Blight, Spirit, Nemesis and Doctor are good ones. Ghostface is pretty good too since he's one of two killers that get a big brutality points bonus for instadowns, the other being Oni. Just use Beast of Prey to solve his lack of chase points, and GF actually gets quite a few points. But he still has no consistent way to get hits, and you have to play well to get it.
The worst characters would be instadown killers that have few chases, or often end games with a quick snowball and without plenty of chases. I'd argue Myers gets the least BP of all killers, which is kinda sad considering all he'd need would be a score event for getting hits during his Tier 3, and a brutality points bonus too. Bubba and Billy get very few points. Plague lacks deviousness unless you use her corrupt purge a lot, and gets pretty low brutality since people are running around injured the whole game so she only gets one hit per hook.
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I think this game would be less frustrating if all you could do while on hook wasn't to sit and watch the killer facecamp you, or better yet smack you while nodding.
How about letting us spectate other survivors while on hook? BHVR claim they want to bridge the communication gap between SWF and solo survivor a bit, so why not? Better yet, why not let us play a damn game or something while on hook? Straight up make a little minigame you can play, covering the screen so you don't have to see the killer camping or hitting on hook. And if a survivor is within 16m of the hook, it goes back to normal view so you're prepared for the unhook.
The issue here is that there's literally nothing to do while hooked or downed. At least in VHS you can move around while downed and collect orbs or something, you don't just sit there watching your character do nothing.
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I'm also very curious. I'm very pleased to hear about the prestige changes, so honestly it wouldn't be the end of the world if there were no cakes. But, my ideal scenario is that they bring back cakes as usual, and I can use them to P3 some characters before the Prestige Rework goes live, to get whatever "special reward" they've mentioned.
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@DNM said:
https://forum.deadbydaylight.com/en/discussion/comment/2953458#Comment_2953458
Because I'm tired and need sleep but am restless I assumed you meant 193m PER killer but after doing the math myself you meant overall which doesn't makes me not want to cry
Yeah, I edited it, that's what it said initially, but obviously that's wrong.
One thing I do wonder though is how do you plan on obtaining all the unlockable killers? You can either buy the chapters, which will give the surv and the killer, buy the Killer expansion pack on sale, or buy them all with Iri shards.
My personal advice? Wait for a steep sale on the killer expansion pack, then buy that pack. And ofc whatever licensed killers you want, BBQ being basically mandatory if you're actually planning on grinding at all. I'm not gonna make a whole new post explaining the Iri Shard grind, but just know that one killer for 9000 shards is 35 hours of in-match playtime, and that's assuming none of your games go past 10 minutes, which won't gain you any extra EXP. So say 50 hours of gameplay per killer. The pack cuts down the need to grind for killers by hundreds of hours.
If you want to, you can also just buy chapters on sale, especially if you want both the killer and the survivor. How you obtain the characters is really up to you. Just know that if you already have a character unlocked already either with a chapter or with Iri Shards, you won't get any compensation if you overlap your purchases and buy them again with the Killer Expansion pack, or buy a chapter of a character you already unlocked with Shards.
But how you choose to obtain characters and spend your money is up to you, I'm just saying don't stack them on top of each other, that's wasted money.
Doing either will give you a lot more freedom to make builds far earlier than I ever did. I saved some bucks, but I spent a lot of time to unlock all these characters without paying, which restricted my builds a lot. Not really worth imo.
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I can actually give pretty accurate info here as I've P3L50'd all killers, and kept track of how much BP it costs to reach level 50. As well as average BP cost per bloodweb at level 50.
Keep in mind the way I run bloodwebs is I get perks as number one priority, Streamers and Puddings second priority, and ending the web as cheaply as possible third priority. If there's nothing I care about in the web I purely play to end the webs cheaply while always getting the most perks possible.
Getting from Level 1 to Level 50 takes about 1 450 000 BP if you run it like I do. The average Level 50 bloodweb takes a little over 50k, the ranges I average are around 45k-57k. I'll use 52k in the math, which I think is the most accurate. Obviously if you're picking up rare addons or anything like that, it's gonna be way higher, but like I said I purely go for perks and 100% BP boosters, I barely care about addons.
To get all perks on a killer, it would cost first 1 450 000 BP to reach 50. Then you'd have 62 perk tiers out of 279, as there are 93 perks, each with 3 tiers. After that, you need to level approximately 109-111 bloodwebs, depending on how many perks you end up having in the web in the last few webs where you can only get one perk at a time. Of course you can get unlucky and lose a perk, but that's rare.
In short:
Level 1 to Level 50: 1 450 000 BP
110 Bloodwebs at 50: 5 720 000 BP
Total: 7 120 000 BP
Pretty much like @SunaIIanu mentioned earlier, per killer. Ending up around 193 million total for all perks on all killers, assuming no P3. If you want P3 as well, it'd be 4 350 000 extra per killer, ending up at a total of 311 million BP.
I personally would advise against getting all perks on killers you don't have P3 on, and instead get every P3 + all perks on all the killers you do enjoy playing first, then move onto get P3 and all perks on the killers you don't enjoy last. My mistake is that I got P3L50 on every killer before maxing anyone's perks, so I ended up spending a lot of BP on characters I've barely played. Of course, I don't regret the prestige, but I would have done it in a different order, then I could have played more with killers I enjoyed along the way.
And prestiging more than 1 or 2 survs for all perks is a waste, I only have 1 surv P3L50 all perks. I might P3 the survs slowly after I have every perk on every killer, but I'll probably just do P3L1.
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Agreed, also actually identical to the suggestions I made to them in my own big thread of survivor perk buffs.
@MrMori said:
Hey, I created a list of 21 perks that I'd buff to be stronger, and also included my thoughts on 11 more perks at the bottom that I'm unsure of how to change, but I feel have some problems that prevent them from being particularly useful.
I think other than tuning down some of the strongest meta perks for survivor, a much more rewarding way to make meta perks less common is to remove some of the outdated downsides to older perks, and make them more rewarding for newer players.
Below is an image showing all the changes. Remember these are just buffs, I may make a list of the perks I'd nerf later, but that's for another time. Feel free to tell me what you think about them! Any changes you like, dislike, or perks you feel have been overlooked, let people know!
EDIT: The image is a bit compressed, it's easier to read if you click it and view it in another tab.
https://us.v-cdn.net/6030815/uploads/V736KFZCRW8Z/dbd-survivor-perk-buffs-and-reworks.png
I think DBD has lots of fun and interesting perks, but many of them are plagued by outdated design decisions. It's not particularly motivating to go for some off meta perks and find strange, unfun drawbacks like losing aftercare after getting hooked, losing even more progress when you blow up a generator with Technician, and somehow reducing healing progress when using Autodidact.
I'm sure there was a good idea behind these drawbacks when they were implemented, but the truth is the current meta perks outshine all the other perks to such a large degree. If something as small as removing drawbacks or giving number buffs could incentivize players to run more off-meta perks, then I'm all for it.
Shows that the fixes for some of the least used perks are actually extremely simple. I don't think anyone would complain if they saw more Visionary, Empathy or other underused survivor perks in their games.
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@Lastchild said:
There are only two solutions to the DL :
- Increase base movement speed to 4.6 because DL is not a remote killer as a Huntress or Trickster.
It must be close to his survivors chain operating effectively.
- Stop playing the DL and never talk about it.
For his nerve made it unplayable without additional modules.
While a viable killer can and must play without basic add-ons.
Many have mentioned making him 115, but I think that would make him less reliant on hitting shots, and thus less unique. It would help his map presence though which would be good.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2937792#Comment_2937792
Just waiting for all these little dancing queens to say the killer should just push them out the gates and he needs no give up function
The thing BHVR may not realize is that it's not just about killers being oversensitive or whatever. If this makes more players play killer, that's a shorter queue time for everyone. If that means killers exit games 1 minute and 30 seconds earlier, that's faster queue times. I find it strange why BHVR are so terrified of making changes that would upset toxic players and no one else. I don't think the majority of the community is toxic, but they make it less fun for everyone. If they don't want to play anymore cause they can't be a dick that's a good thing.
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Yeah sure, Flashbang is fun and this is a fair change. On an unrelated note, remove infinite locker save locations with double saveable lockers next to each other please.
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Ace is Ace.
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Nice. I've got almost all killers P3L50 with BBQ, max perks on a few.
Did you go for max efficiency in the bloodwebs? Always brought BBQ?
I too have one surv P3L50'd with all perks. I think I'll just P3L1 the rest of the survs honestly, then level them up if I feel like playing someone that isn't my main.
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No, the only thing that would happen is killers would stack slowdown like there's no tomorrow. I like @Seraphor idea of a dedicated hex slot or something, but that would force a hex perk every match. I'm on board with 5 killer perks but I feel balancing it would be too much work to be worth it.
A better change would be nerfing the most powerful meta survivor perks and buffing the offmeta perks.
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@Starrseed said:
Let's just end these time wastes for real. Give survs a bleed out option and killer some kind of button in the basement so they can end the game once collabs startet
This is basically word for word what I've thought. A "Dark Glyph" in basement for killer, same spot as White Glyph for survivor. Shows up after exit gates are open, with the prompt "surrender" or something that makes it clear that it's the option to give up. Interact with it for 3 seconds to end the game. Should count as a gate escape for survivors.
For survs, add an option to bleed out after 2 minutes of bleeding. Not available within 5 seconds of being downed. Requires holding the button for 2 seconds.
Killing yourself on the ground should count as being sacrificed. Could have the same animation as EGC death. I feel it should also count as being hooked, so you can't deny the killes hook effects like Blood Warden with a tactical bleedout. While we're at it, make DCing give you a survivors BBQ stack.
Finally, remove collission between the killer and the last survivor, but only while EGC isn't active. This would fix stalemates for hatch like when the killer and surv block each other from a door to reach hatch, but the surv is healthy so you can't hit them or they'll escape. It would also fix holding the last survivor hostage by bodyblocking them in a corner. It's strange how that's even possible, you can literally force a DC and it can be done infinitely. Blocking during EGC is fine though.
The only scenario the bleedout changes wouldn't fix is closing hatch on last surv and then slugging them and picking up over and over. But accounting for that level of BM isn't realistic.
The bleedout change would make adepting killer even harder, but honestly adept should just be a 4k anyway.
What do you all think?
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2932894#Comment_2932894
Or better yet 3 new hooks should spawn when 1 survivor dies on their hook. Lets also make the hooks perma highlighted so the killer always knows where they are. While were at it lets just delete the exit gates too. Killers can camp, tunnel, slug and hit us on the hook all game but its a crime against humanity if a survivor finds a way to prevent being hooked. Its almost like killers feel they are entitled to hooks no matter what. Me on the other hand, I just want hooks to spawn a little further apart and wiggle perks to be a little better. Not asking for much here.
What's with the aggression? The only times I've had people run to a corner to prevent hooks is after the game is already over and they get caught working on a gen in a corner without a hook nearby, etc. This almost never happens during normal play to "tactically prevent a hook", not that it feels very fair to a killer when a survivor can escape grasp by themselves because you can't reach a hook. Remember buffed Boil Over and how many spots were impossible to hook from? It was awful.
The hooks being permanently gone after death really is an outdated mechanic. If you want to waste the killers time by going to a corner before going down, just bring a friend to sabo the hook and now you can't be hooked for a while. Just like it was mentioned before, it's unrealistic to expect to be able to wiggle free without the help of your teammates.
I get it. Build variety for survivor is low and being able to wiggle off with a little consistency would be fun. If you want to do that, bring Power Struggle + Flip Flop + Tenacity and get downed with someone else near the pallet. That's a pretty good way to escape the grasp. But being able to consistently deny hooks from killers would only make the killer role even more frustrating and would certainly not be beneficial to get new killer players to try the game.
When it comes to tpxicity like you mentioned, it would be nice for an option to bleed out instantly after say 60 seconds of being slugged. That would save a lot of time against toxic killers who slug to be annoying. In the same vein, killers should be able to give up after the gens are done somehow, if the game is already over so they don't have to force survs out or wait for 2 minutes for them to leave.
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I was about to make this very same thread, it was in the last patch but I never got around to reporting it. You have to hit during the locked part of the unhooking animation.
Here's a video.
https://thumbs.gfycat.com/UnpleasantCelebratedFirefly-mobile.mp4Note the Forced Penance applying before the survivor is on the ground and before I've hit through their BT. This shows that it registers as some form of hit, which gives Feral Frenzy a stack.
If you hit the unhooker before they unhook, the person being unhooked will be affected by Killer Instinct before they hit the ground, like mentioned above.
I do hope it's fixed by making Feral Frenzy do nothing when hitting survivors that are being unhooked, but it could also be fixed by making Feral Frenzy cancel after hitting someone being unhooked. But that would be too punishing imo.
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@[Deleted User] said:
On a side note. I just don't understand why they don't remove depipping. BHVR employees have said themselves on this forum that grades don't mean skill and it really just represents the just the amount of time played that month. If that's the case they are just rewarding people who can play a lot over people who don't get as much time to play.
I agree, depipping is definitely a source of frustration for many, even if you can't lose grade anymore. It really sucks to be close to a grade but then end up losing your pips, and there's no real need to keep depipping since like you said grade is both hidden and not used in matchmaking.
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3 safe unhooks guarantees Iridescent Altruism. Or 2 safe unhooks and a heal or two.
2.5 gens completed total solo guarantees Iridescent Lightbringer. If multiple people work on the same gen you share the progress, so 2 people doing a gen would count as 0.5 gens completed for each person.
Chaser can be maxed by getting in chase and extra for escaping chase without being hit. Also being in the terror radius.
You can get Iridescent Unbroken by escaping without being downed, but I recommend bringing DS and going for gold instead, which just requires you to escape.
It's absolutely possible to get pips even with bad teammates. If you unhook with BT you can almost always get max Altruism at the very least.
Of course, get better in chase so you don't get tunneled out for being a weak link.
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It's a stupid troll perk but when I see someone use it I'm just happy it's not a Dead Hard instead. It's fine. You'll learn to deal with it. Remember it causes Exhaustion so they can't spam it and they have nothing to extend chase after using it. And if they use it in chase you can bait it out.
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The straightforward solution is to remove perk tiers. Not only are they outdated and limit perk design, they also are from a time with only a few killers and survivors to level up. You could even increase perk cost to 10k, removing tiers would still be a sensible change.
Unfortunately BHVR have directly addressed perk tiers and said they won't remove them. Honestly a shame. At least some BP cost reduction for prestiging would be nice.
But I don't think BHVR have any concrete plans on reducing the grind. Just make sure to play a lot during anniversary and stock up on cakes.
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I'd be okay with this if hooks respawned 30 seconds after someone dies on them. It's outdated and just gets abused by survs who run to a corner with a broken hook to bleed out.
Especially frustrating on Midwich, where you can have really bad hook access made even worse by hooks being destroyed on death.
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@Wasabi said:
Every day, hopeful, I enter the forum looking for a solution or an official answer. Who knows how it will end.
Same, the game looks smudgy and far less detailed with FXAA forced on. Kind of baffling how limited the graphics settings are. If they're scared of overwhelming new players, just add an "Advanced" section to the graphics where you can fine tune and disable FXAA.
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Add this, make traps counter Dead Hard, and make the addon that lets you step in your own traps basekit. That would be nice.
Also I'd just make the trap duration fixed, 8 seconds or so. It feels very unfair when a survivor gets out 3 seconds after being trapped.
Thing is that Trapper has okay killrate and pickrate so they probably won't change him.
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@fixdeadhard said:
It needs big obstacles in the street, killer can just hook 1 survivor in the middle and see everything, you can even patrol most of the gens while camping in the middle...
Kind of agree something that blocks off the view in the middle would be good. Both in terms of gates for survs and for stealth killers.
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It would also be nice if you had collision during your vault so survs can't try to abuse your FOV and squeeze into your character model. They changed it for normal vaults, so why not Feral Vault too?
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I'd start with making Spine Chill not work against Night Shroud, and remove the damn floaty cloth. It makes it far too easy to spot you.
I also greatly dislike that your reveal progress is "saved" now, so if you almost get revealed, get behind cover, then they begin revealing you again you instantly lose power. I'd much rather just have the old reveal back if it's gonna be that punishing. If you want to make reveal more consistent, you could add a visual zone on screen for the reveal to make it easier for survs to know where to aim.
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That's yet another example of SWFs being able to play optimally purely because of information they can share that solos can't. A simple fix would be to add a Deliverance icon to the player on hook.
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@TragicSolitude said:
Plunderer's should show the aura of searchable chests. So, if you're running both Plunderer's and Appraisal, you can see the aura of an opened chest that you can still search. That would make the most sense.
That's a good change.
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Postgame chat is a waste of time. Most survs are quiet, some will say gg if you do, the rest are extremely rude.
I never bother opening chat, nor do I even check perks, they're always the same anyway.
I'd love to disable chat completely, not just hide it. Straight up remove the chat window and never even connect to chat, requiring a restart to re-enable.
It would be nice to be able to mute flashlights too. Tbagging is what it is.
Also being able to quit once gates are open without having to force survs out the gate. Total waste of time. I'll probably make a feedback thread on this.
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Nurse has pretty boring addons, and these are her strongest next to recharge time. They're also bugged right now to increase blink speed, which makes them far too strong.
I'd reduce their ranges to 20 and 10, fix the blink speed bug, but then also rework most of her other addons. Maybe nerf recharge too. Very many of them are useless meme addons that are basically detrimental, a lot of room for interesting reworks.
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I've thought the exact same thing for Brutal Strength, a brutality bonus would just make sense. It would also be motivating for new players because Trapper is a popular killer and it's an easy to get perk.
I still would only make the Brutality bonus 50%, the reason Distressing has 100% is cause the extra terror radius is basically gimping yourself for most killers.
I'd also buff Brutal Strength to at least 25% bonus breaking/kicking speed while we're at it. Even 30% would be fine since there are a lot of pallets around.
The Sabo change I like a lot, especially cool because it's not just a passive bonus.
I don't think Sloppy really needs a Brutality bonus.
This thread does bring me to another point though. The BP gains for Brutality really need tweaking for instadown killers. It's very strange how Ghost Face and Oni both get extra BP in Brutality with their powers, but Bubba and Billy don't. In fact, almost all killers that have exposed or has an instant down get shafted for Brutality points. Myers only getting 300 points for an instant down in Tier 3 is just pitiful.
When it comes to Sacrifice, I think we should move the 4k bonus to this category. Makes no sense that it gives Deviousness anyway. Maybe increase the hooked score event to 600 or so, getting 10 hooks 2 kills should be an 8k in Sacrifice in my opinion.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/321376/survivor-perk-buffs-megathread
I don't really see a reason for a clairvoyance nerf
Also Solidarity- Can be used with Med kit, Health gained from Solidarity can not be lost to hemorrhage
My thought was that if you can use it after Blessing too, it would potentially let you use it infinitely. Perhaps the amount of uses could be increased to 4 instead of 2.
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@WesCravenFan said:
I can't read any of that, but I respect the premise. I would very much like to see the Survivor base's perks improved upon so that Survivors have a better spread of effective perks to compete with the same dirty dozen that are used right now.
I mean would Alert really be broken if it lasted 3 more seconds, or if Distortion had more tokens?
Thanks. Yeah, best way to read it is just to click the image and open it in another tab and read there.
