NMCKE
NMCKE
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Upvoting this.Dreamnomad said:I would really appreciate it if they changed the way event offerings worked in the future so they went into a killer pool and survivor pool. By that I mean if I were to purchase an event offering with one killer, I could spend it on another. The biggest problem for me on these events is that I will want to work toward a specific goal. In this case, I was trying to max out The Nightmare. The problem is that since I'm working on him, he doesn't have very many perks unlocked.
So I find myself dumping bloodpoints into killers that are already maxed out to get event offerings. Which is not where I want to put the bloodpoints. I want to be able to play whichever character I want while still participating in the events. I think this is a big reason that many people don't use the offerings. Because they want to work on a specific character, but aren't far enough along to have decent perks unlocked.
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Yes, yes the typical "strawman" response. However, I will do as you wish and move on since having a civilized conversation is pointless with you. Au revior.SenzuDuck said:@Nickenzie said:
This is why people can't have proper discussions with you @SenzuDuck because you assume too much and use your assumptions to make fallacies about people. However I repeat what I said again with more clarification for you to understand my point of view. I don't care if 4 survivors or 0 survivors escape, just take your win and move on is my motto. Usually survivors will wait for you to hit them out the exit gate when they ALREADY won, meaning everyone is at a exit gate waiting to be hit out the exit. They know that their teammate is safe, they know that they can now leave, but they don't because they wanna waste your time and tea bag to stroke their epeen.This entire thread is about adding a free bloodwarden effect at the end, so if you're going to argue with me about something completely irrelevant to the conversation then move on because I'm not interested.
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Yes, yes, just like how survivors don't like it when killers camp and tunnel but you survivor mains had to lash out about that and get your hook buffs instead of asking for punishments for the unhooker.JanTheMan said:Smh, whinny killer mains... -
This is why people can't have proper discussions with you @SenzuDuck because you assume too much and use your assumptions to make fallacies about people. However I repeat what I said again with more clarification for you to understand my point of view. I don't care if 4 survivors or 0 survivors escape, just take your win and move on is my motto. Usually survivors will wait for you to hit them out the exit gate when they ALREADY won, meaning everyone is at a exit gate waiting to be hit out the exit. They know that their teammate is safe, they know that they can now leave, but they don't because they wanna waste your time and tea bag to stroke their epeen.SenzuDuck said:@Nickenzie said:
I don't want 4ks tho, I just think it's annoying that you should chase a survivor out when they already won. I'm in the mindset of, "Great job you won, now gtfo!"So you're willing to enter the gate if you get a free undeserved kill for it? Good to know.
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I don't want 4ks tho, I just think it's annoying that you should chase a survivor out when they already won. I'm in the mindset of, "Great job you won, now gtfo!"SenzuDuck said:@Nickenzie said:
SenzuDuck said:It's a pretty bad idea if I'm honest - if you're genuinely trying to escape and being chased by the killer and he enters the gate area you're locked in for no other reason apart from killers want more easy end game kills.
There could be a timer. If a survivor has been in the exit gate area for let's say 30 seconds then whenever the killer walks in, it gets blocked for the specific survivor until they leave the exit gate area for 10 seconds.
Self care is 32 seconds, again a killer doesn't deserve the kill just because a survivor wanted to heal in a gate and then suddenly he appears, survivors locked in for healing and then dies because they used the safety of the gate to heal and maybe go in for saves.
again, another thread where killers want free ######### for themselves for something that happens in a miniscule amount of games, I honestly cannot remember the last time I had a survivor stay in a match with my for longer than it took them to find the hatch.
you're all acting as if 4 man squads are squandering in the gate every match, and then act as if walking towards them is a chore and it's "demeaning" to push them out, grow a set kiddos - the survivors are against you, if they can waste 10 seconds of your time forcing you to push them out they will.
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There could be a timer. If a survivor has been in the exit gate area for let's say 30 seconds then whenever the killer walks in, it gets blocked for the specific survivor until they leave the exit gate area for 10 seconds.SenzuDuck said:It's a pretty bad idea if I'm honest - if you're genuinely trying to escape and being chased by the killer and he enters the gate area you're locked in for no other reason apart from killers want more easy end game kills.
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Give me a link to your thread and post it on my wall. I'll post my reasoning there so I don't derail this thread.redsopine1 said:@nickenzie just asking but I posted on the wish list a change for the hatch to stop hostage taking when the gates are open if its not found in 30 seconds it shuts meaning you have to take a gate exit or if a survivor is being a jerk and refusing to leave until they teabag you it shuts after 3 seconds of them standing on it is that a acceptable change to the end game situation's with players like that? -
My apologies, I thought that you was a hater or something.ChesterTheMolester said:
24th, and don't get me wrong Nicky would be one of the most obvious and best picks.redsopine1 said:
Dude when did you get unjailed?)ChesterTheMolester said:You are still trying really hard to become a mod huh.
Yeah, no thanks, I really don't wanna be a mod. -
I can careless about that, you should just stop being rude and stop assuming.ChesterTheMolester said:You are still trying really hard to become a mod huh. -
Example: Outline Promise
I Nickenzie promise to be the ray of light for everyone to see on this forum. I'm gonna be a better example and will show others what it's like to be a beacon.
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Easier to use or control, to make easier.alivebydeadight said:@Nickenzie also can you explain the meaning of "quality of life"
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I wouldn't mind this but it would need to be tested to make sure that it's not OP.CoolAKn said:I actually like the perk as it is, though I could suggest some changes to both Object of Obsession and Sole Survivor. The changes would retain their respective benefits, but changes how they are executed.
The name would be changed to something like Aura Link, Spirit Link, Deep Connection, whatever.
**Activate-able perk
A supernatural bond links you to the Killer. If you are standing still, your link will reveal your Auras to each other.- Press the Activate Ability button while standing still to reveal your auras for 5 seconds.
- This effect applies only if you are outside of the Killer's Terror Radius.
As the Killer's Obsession, this effect applies to a maximum range of 80 metres. Otherwise, it applies to a maximum range of 64 metres. Has a cool down of 30/25/20 seconds.
Increases your chance to be the Killer's Obsession.**
With this change, the perk is no longer random use, and you have more control over when your link is revealed. This way, you can choose to not use the ability until you have a couple of tokens on Sole Survivor, which could also use a rework.
The name would be changed to something like Isolation, Solitude, or Seclusion.
**Getting close to the Killer shrouds you in isolation and the Killer's Aura-reading abilities towards you are disrupted.
For each 30 seconds you are standing within the Killer's Terror Radius and are not in a Chase, you gain a Token up to a maximum of 4 tokens.As the Killer's Obsession, your Aura cannot be read by the killer within a maximum range of 20 metres for each token gained. Otherwise, your Aura cannot be read by the killer within a maximum range of 16 metres for each token gained.
Increases your chance to be the Killer's Obsession.**
These changes eliminate the need for your teammates to be killed in order to benefit from this perk, though there is still risk involved to gain tokens. The new perk adds a separate benefit for the obsession that is not present in the current perk. The new values at 4 tokens will hide a survivor using Aura Link (name pending), both being at 80 meters if you are the obsession. If you are not the obsession, you are still protected at 4 tokens, with both ranges being 64 meters.
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Well, there's already a problem with that. People will use Discord to avoid the drawback the Dead by Daylight has and it's hard to detect if someone is using Discord.Cardgrey said:Why don’t they just include a in game talk system like Friday. balance around talking and if u choose not to use a mic... well that’s on u?
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J'ai pas Discord mais, j'adore l'idée de communication! Gèntle idée mais, nous besion de quelque chose diffèrent que Discord pour communication!Kledz said:Bonjour ou Bonsoir à tous,
Je viens vers vous car étant un joueur dead by daylight tous comme vous, je me suis rendu compte que sans communication, il est très dur de progresser dans ce dernier.
J'ai donc eu l'idée de créer une plateforme de communication annexe, parallèlement à ce qui existe déjà comme par exemple ici, et j'ai donc mit en place un serveur "Discord".
Pardon pour mon mal Français mdr!
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Nicely done friend.
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The perk will get reworked because the perk goes against what the developers want which is don't camp without reasoning.Cymer said:How can the perk Insidious be used without camping a hook, gen or a place?
If camping is discouraged please remove or rework that perk. -
Claudette Nerf:Vortexas said:The issue is with Claudette they gave her the darkest outfits, that only increase her natural camo if you P3 her. She needs to have her color pallet brightened up to par with the other survivors.
Skin color is white now instead of black.
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Well, the developers don't have a choice. They either add voice comms to solo Q survivors and SWF or buff solo Q survivors to SWF level for a better foundation of balance. Yes, I agree, you have a point with the "All these notifications and auras take away any need to think" -@twistedmonkey But sadly, this is the ONLY way since the developers won't go through months of coding for voice comms, this is just my opinion tho so I could be wrong.twistedmonkey said:
They can and very easily, if someone joins using swf lobby they have limitations.AnotherRandy said:9You can't balance swf around the game. Devs have no way to pretend voice communication. And every attempt to nerf swf resulted every single time hurting solo survivors more compared to a swf group.
It's not difficult to nerf only one of these ways when you join a lobby it all comes down to the devs wanting too.
By trying to bring solo player up to what SWF has the game is being dumbed down, all these notifications and auras take away any need to think, its the same with killer perks trying to combat swf instead of having to hunt let's just lead them to the survivors. -
@twistedmonkeytwistedmonkey said:No more aura perks are needed in the game imo.
Part of solo play is the unknown all these new additions is making the game mundane as you hardly need to think anymore.
They can never give enough info to solo players to compensate for the advantage comms gives and each time they try they buff swf even more.
I sometimes play on SWF and when someone gets hooked and they have Kindred, it's a waste of a perk slot since comms already has the information that SWF have.
Matt: Killer is camping me holding his chainsaw up.
Nickenzie: Okay, we're gonna gen rush but tell us when he leaves.
Nathan: I have BT, yeah I'll do a generator near where you are hooked at.
Maddy: I found Ruin.
Nickenzie: Great, break it and let's do generators.
Matt: Okay, he left now and he went towards you Nick.
Nickenzie: Okay, I'll hide and Nathan, get the save while me and Maddy does generators.
Nathan: I'm running to him now.
Matt: Thanks.
Do you see the problem? Kindred is built-in to comms and having it in general wouldn't hurt. To be honest, you should want this as a killer main because that means they can buff you without leaving solo Q players behind. -
If every survivor was as strong as SWF then I wouldn't care how strong killers will be. Having everything at SWF level gives the developers a foundation of balance where they don't have to worry about leaving solo Q players since they are practically the same as SWF.Master said:If you intent starting to lift up solo survivors to SWF lvl, what are the killers buffs to compensate for that?
Just curious, generally I agree with the idea
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The developers picked 16 meters, not me.Peasant said:@Nickenzie 16 metres is too large. It should be restricted to 8 metres. -
Perfect.MegaWaffle said:@Nickenzie said:
Instead of me suggesting something, I wanna hear it from the amazing community. Go for it y'all.For starters when you are on the hook I think a knock off version of Wii Fit should play a video of Hook aerobics that you can follow along with, you know to really work those tendons.
Secondly I think you should be able to swing while on the hook so you can try and go for the "big swing" up and over the bar. This lets you really show those other playground kiddies that your the big boy/gal on the field.
Lastly why not let the hooked survivor keep the metal portion of the "hook" as a souvenir to show their friends back home? Its not everyday you get placed on a meat hook.
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Please provide reasoning and justification on why you disagree instead of saying "It's Stupid Idea". This is a discussion, after all.Dreamnomad said:Skill checks are a stupid idea. I don't really see a need for change here.
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I just like the variety, we need more sruff like this in Dead by Daylight.Zanfer said:@Nickenzie said:
Master said:@Nickenzie said:
only1biggs said:
LOL No thanks
Maybe grow up and say WHY you disagree?
Because he wants to keep the god pallet ofc. No need to write anymore, everyone understands that survivors prefer god loops instead of the nerfed versions as in the suggestion
In my opinion, God pallets should be special since they guarantee the killer to break it. Survivors should know what loops are safe and use them wisely, having too many God pallets will make survivors more stronger. This change is great, it helps balanced landing and it makes God pallets less likely to spawn in which can either make the survivor play more stealth (which is how Dead by Daylight should be played since KILLERS are supposed to easily be able to 1v1 a survivor)
If people see that window spawn and not have balance landing they are just going to use god pallet up anyways
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In my opinion, God pallets should be special since they guarantee the killer to break it. Survivors should know what loops are safe and use them wisely, having too many God pallets will make survivors more stronger. This change is great, it helps balanced landing and it makes God pallets less likely to spawn in which can either make the survivor play more stealth (which is how Dead by Daylight should be played since KILLERS are supposed to easily be able to 1v1 a survivor)Master said:Because he wants to keep the god pallet ofc. No need to write anymore, everyone understands that survivors prefer god loops instead of the nerfed versions as in the suggestion
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Wow, thank you for the feedback! I have mixed feelings about there being skill checks during the first phase of sacrifice since there's no possible way to unhook yourself without missing a skill check accidentally but I most agree with you. To put it simply, your suggestion for phase two is like @Master but with more things on it. Great suggestion.M2Fream said:Phase 1 = Slightly difficult skill checks. The bar will decrease slower than normal but skill checks every 3-4 seconds will keep survivors in their tows. A missed skill check will decrease the bar by 2%.
Phase 2 = Extreme skill checks. The bar will not decrease unless skill checks are missed. Skill checks happen continuously after one is hit or missed, the next one will happen immediately. Missed skill checks decrease the bar by 5% (need to miss 20). The skill checks will be as difficult as DS checks.
Note that perks can affect these skill checks, but killer powers and add-ons cannot.
Doctors madness will not breed impossible DS skill checks, but unnerving presence will.
This brings me into the next topic which is a rework of Monstrous Shrine.
For hooks in the basement, The first hook phase will progress 5/7/9% faster. The second hook phase will passively decrease at .5% per second. Missed skill checks will increase the hook phase penalty by an additional 1/2/3%
For nonbasement hooks, missed skill checks will give an additional 0/1/2% penalty -
@legends62legends62 said:Bonjour j'ai un problème avec le EAC du jeu depuis que je l'ai acheté (hier) et ducoup je ne peut y jouer. J'ai reussi a jouer pendant quelques parties je ne sais pas comment mais bon si vous pouviez m'aider. Merci.
D'abord, le humains de Dead by Daylight sais de cette problème et ils sont rèparer le problème!
Pardon pour le mal expèriance et pour mon mal Français! (Je suis pas très bien en Français donc excuse-moi) -
Maybe grow up and say WHY you disagree?only1biggs said:LOL
No thanks
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Let's not get into the "Realistic" arguments or else we will get things like why can't David kill the killer? Why can a survivor take a hit when escaping a hook and shrug it off? Thank you!Dreamnomad said:Because having a hook impale your body and have your entire body weight pulling down on that gaping wound hurts?
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"Then you failed and don't deserve a perk rewarding your failure with a second chance, like NOED."Entità said:@Nickenzie "perks that reward failure without meeting a condition is unacceptable." is a scholastic/professionale argument: you have not studied enough during this year, you deserve to repeat it; you worked bad, I'm firing you. In a competitive game, many factors make the destiny of every character, aside personal prowess: sometimes you cannot hide, cannot run away, not because you are bad at playing, just because game circumstances (map's structure, other survivors' behaviour, luck about the order the killer follows in their exploration...) make it impossible.Of course, that argument, if used, applies to the killer, too. Haven't you been good in hunting, chasing, catching and hooking people but one, gates are powered and you are losing your trial? Then you failed and don't deserve a perk rewarding your failure with a second chance, like NOED.I prefer more powerful perks on the both sides, that make the difference, so everybody has to build a different game strategy according to the special help every combination of four perks guarantees, than a boring, grey, repetitive game, where perks are weak, all people play in the same way and the trials are widely foreseeable, without any surprise, without any need to understand what particular dangers you have to defend yourself from. So welcome DS, NOED, Devour Hope, Unbreakable and every other perk that is more than a colored sketch in the HUD.
Uh, I don't use NOED, it's practically the same as DS.
"I prefer more powerful perks on the both sides, that make the difference, so everybody has to build a different game strategy according to the special help every combination of four perks guarantees."
I'm okay with powerful perks if they have a huge risk and huge reward play style. I'm not okay with low risk and high reward perks, it's a "no no". -
SWF gives all four survivors information that solo Q survivors wouldn't have which wasn't how the game was balanced around. The developers are even thinking about adding Kindred to the survivor's main kit which I'm totally fine. However, it comes to show that they wasn't prepared for the consequences and they are just now thinking about this change after 2 years of SWF.SenzuDuck said:
PS: @SenzuDuck, you should stop being a cyber bully and pick on someone your own size. -
I'm definitely not talking about our community.51uk4y said:Which amazing community exactly? I would really love to check that out.
s/ -
Basically how can we make the hook phases more special, more taste, and not a AKA simulator for 1 minute then mashing simulator for another minute!Fabyoulust said:im not sure what you mean "more dynamic" like we throw them on the hook now how much more aerodynamic can it get
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"Provided that Ruin, NOED, Bitter Murmur and other powerful killer's perks operate without any condition or killer's merit, so it's not so clear why special conditions should be imposed on Decisive Strike"Entità said:Provided that Ruin, NOED, Bitter Murmur and other powerful killer's perks operate without any condition or killer's merit, so it's not so clear why special conditions should be imposed on Decisive Strike, DS can be easily countered by dropping and catching the survivor: Devs stated this trick is legitimate and can be used three times before the survivor is free from killer's grasp, so it's very simple to block the skill check or make the survivor waste the perk. Consider DS is born to balance the deathly danger Laurie Strode is in because of Object of Obsession.If some restrictions are strictly necessary, I agree with the charging of the perk by being far from the killer for a period of time, but bleed-out is a nonsense: it replaces the dying state, giving the survivor a chance to lose the killer, but when you wiggle succesfully by the killer's grasp you are merely injured, so that timer is not reasonable nor coherent with the general game mechanics.
Anything that gives someone another chance without working for it is not okay. Ruin doesn't give the killer a second chance since survivors can cleanse the Hex and it's needed or else killers will get generator rushed, NOED is a grey area, and Bitter Murmur doesn't have much a impact to a game to be considered a second chance. However DS is easy to use and gives a survivor another chance for failing, perks that reward failure without meeting a condition is unacceptable.
"Devs stated this trick is legitimate and can be used three times before the survivor is free from killer's grasp, so it's very simple to block the skill check or make the survivor waste the perk."
The killer dribbling a survivor looks really silly and most of the times, the survivor isn't downed beside a hook. Additionally how do you counter a non obsession DS? Enduring is just a hard counter and not reliable since it doesn't prevent the survivor from extending the chase.
"I agree with the charging of the perk by being far from the killer for a period of time, but bleed-out is a nonsense: it replaces the dying state, giving the survivor a chance to lose the killer, but when you wiggle succesfully by the killer's grasp you are merely injured, so that timer is not reasonable nor coherent with the general game mechanics."
The bleed out timer is there to encourage the survivor to break the chase or else they will enter dying state after a minute. Additionally, the survivor didn't successfully wiggle free in terms of reaching 100% on the bar, the survivor just stuns the killer at the beginning or at 35% of the wiggle bar. Assuming if it takes 16 seconds for a survivor to wiggle off and become injured, what does that mean for a 1 second escape? Overall, I didn't put things there just for LOLZ, I have a reason to do what I do. If you have anymore questions, please ask! -
Please don't spam, it's against forum rules.Radiant said:Babykillers cheering for the unbalanced update are getting instant karma with 20+ mins lobby.Maybe u guys can start killing each other.Ask the devs, they will probably satisfy u as usual. -
The problem is that DS is a guaranteed extra life without working for it. I feel like you should work for your get out jail free card.Entità said:Does a survivor use DS and free themselves from you shoulders? Catch them in a chase! Do they disappear? Take your revenge with BBQ, Bitter Murmur, Devour Hope and NOED. What's the problem? -
I'll try and get featured in the next Q&A!powerbats said:@Nickenzie I know Not_Queen wasn't streaming till Nov 2nd at the earliest due to her going to Twitchcon, so i'm not sure she's going to be responding to the forums right now. That doesn't mean she doesn't see it she does, and i'm sure she'll discuss it with the devs.
Perhaps you could throw this one in for the next DevStream question pool.
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I agree, I just don't like you can instantly get a another life by equipping DS. I feel like you should work for that free escape!Aviema said:I think this rework does everything a rework can for a perk, any conversations whose points exist outside the scope of this perk are not going to be solved by a rework of this perk. This perk may make prominent issues regarding meta-game balance, but I think this rework accomplishes the task of diminishing that prominence so that all we are left with is the normal game imbalance. Which cannot be solved by just reworking any perk.
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Yes, I want more geography and structures. For example, I don't like how you can see the other side of autohaven wreckers in the blood lodge map. Maybe center trash pile that survivors can walk up on with little dips to hide in?Michiko said:Its true. I'm sick of throwing down pallets, jumping from 2ft high hills and vaulting the same windows. We just need variety in the evading mechanic. -
I been keeping an eye on this thread so I'll tell you exactly what she needs:
-Combat Straps (Old Version), Annotated Plan (+30 Secs and +1 Jigsaw Box), Last Will (+1 RBT), and Rules Set NO.2 should be apart of Amanda's kit.
-Combat Straps and Shattered Syringes are reworked:
Combat Straps decreases successful and unsuccessful attack cool downs by 50% for Ambush.
Shattered Syringes decreases unsuccessful attacks cool downs by 50% and the movement penalty gained from unsuccessful attacks is Moderately reduced for ambush.
That's all that she needs in my opinion.
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Oh, okay! Great!powerbats said:@Nickenzie said:
Does it really? I never heard myself yelp in pain whenever I used Iron Will and that's with my headphones.
Well you as the user of IW III won't hear yourself but the killer with Stridor III at the 6m will.
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I feel like the last one is reasonable @Dreamnomad because generators does start the timer so it would make sense if it speed it up just a little when another one goes off.Dreamnomad said:There are some decent suggestions, but there are some seriously crazy ones too.
- Survivors starting the match with a reverse bear trap on their head.
- Requiring 3 or more box searches to remove the trap.
- Requiring another survivor to remove the trap after the key is found.
- Requiring 2 or more keys to remove the trap.
- Decrease timer by 30 seconds if a generator is finished.
None of these things are ever going to happen.
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Does it really? I never heard myself yelp in pain whenever I used Iron Will and that's with my headphones.Mercury said:But... as far as I know that is how it works. You have to listen carefully, but with stridor you can hear yourself grunt even with iron will. It does up the volume again from the 100% negation.
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I feel like it should be math based since realistically speaking if a survivor adds 4 (Iron Will Reduction) and the killer takes away 2 (Stridor) then you'd be left off at 2 (Final Value). Assume 4 is completely silent survivor and 0 to be a normal injured survivor. I feel like this isn't much to ask for and mathematically speaking, it's fair for both sides.powerbats said:Well by the same token killer stuff shouldn't override survivor stuff and vice versa across the board. Both sides are taking chances on their perk choices being useful and negating those choices because one side has a perk that counter the others is wrong.
Billy and Nurse and now Rin with BBQ will get to you pretty quickly and whispers defeats UE/IW etc since you know they're around.
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KoalaTux said:
Right now rancor just feels like the killer gets a free kill, I think it's kinda bs that if you dont get hooked or even rouched the whole game you can be instantly killed and mori'd. I'm ok with a Dstrike counter I just think it should have a 2-3 minute timer so you atleast have some time to counter it and hide.
Welcome to Carter's Therapy!
Carter: Hello, I'll be your therapist today! So, what's the problem?
KoalaTux: "Right now rancor just feels like the killer gets a free kill, I think it's kinda BS!"
Carter: Ah, I see. So why is this a problem besides it being a "Free Kill"? The perk is not as great as survivor mains make it out to be.
KoalaTux: "If you dont get hooked or even touched the whole game you can be instantly killed and mori'd!"
Carter: Okay, I figured out your problem but you won't like my advice! *Grabs Papers* Have you ever hear of Natural Selection?
KoalaTux: Does that mean to adapt and survive?
Carter: Yes yes! It means adapt and... Wait for it...
KoalaTux: Oh, okay! Thanks!
Carter: Your welcome! Now move along, I have more survivor mains to talk to! -
This here ^^^ You got my Upvote!Goldengeartwo said:As a Pig main myself, here are what I consider to be reasonable buffs:
-Reverse Bear Traps only reveal the Jigsaw Boxes once it is activated.
-Combat Straps Add-On should be base kit. This add-on is nearly mandatory due to how sluggish she is without it. It's taking up room for another add-on.
-No roar on Ambush.
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You can't do that since the killer can body block the Jigsaw Box and it would be boring for both sides. Hear my solution out and my reasoning:Boss said:Like what's been said before, i'd like and only like for the Jigsaw Boxes to not be luck based, but simply make you succeed after box #3.
Then certain Add-ons could also do penalties of lowering the amount, but also an Add-on raising it to 4. (Non-stackable.)
-Jigsaw's Annotated Plan needs to be built-in to Amanda's kit and a survivor cannot remove a RBT on their first Jigsaw Box.
Reasoning:
Less RNG and less likely of a chance to quickly remove a RBT on your first few boxes.
-RBT timers will start active without needing a generator.
Reasoning: This applies pressure immediately and forces the survivor to make tough decisions. Additionally, it makes sense lore wise since "The Game" has started. -
This would be interesting: Mind if I ask some questions?SpitfireOrMichina said:As soon as the Exit Gates are powered, instantly recover from Exhaustion, Hemorrhage, Mangled, Hindered, Blindness, Madness, Exposed and Broken Status Effects and you gain a 6/7/8 % Haste Status Effect.
(Some people may think that it's too OP, but it's still a end perk and is realy weak right now.)
Does Hope trumps Third Seal and NOED?
Does Hope remove the Adrenaline exhaustion that you instantly get during the exit gates being powered?
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It depends on if your skill is rewarded as a killer. If you're limited by the killer then I would consider that killer to not be a skilled killer since YOUR skill is not rewarded enough. Yes, Hag is another one I forgot but I wouldn't consider Billy or Clown since they are limited by pallets. Your skill doesn't matter if the survivor knows how to use them correctly and no, I don't want easy games. I feel like a killer skill should, most of the times, overwhelm the survivor's skill even if the survivor is slightly more skilled since they are supposed to be weaker than the killer.Freudentrauma said:How do you define a killer that requires Skill to play? Clown is a ranged killer and learning his throws and prediction survivor movements makes him actually harder to master. It also takes time to learn how to play the Hillbilly in close combat. And don't let us started witht he Hag, playing her efficiently requires a different thought process than other killers.
Besides that I'm not scared, when I hear a Nurse scream, when I play Survivor. I can handle a Nurse in a chase, except she uses range AddOns which make her appear very buggy. But even then I'm more annoyed than anything.
