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NMCKE

NMCKE

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NMCKE
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  • @Swiftblade131 I do have somewhat of an idea to generators but it usually get down voted and ignored. If you want to see the rework I made then tell me you want to see it because I'm more than happy to show you.
    in Generators Comment by NMCKE
  • Okay, I've been playing Dead by Daylight on console for the past 6 months basically and I have been looking at PC gameplay as well to gather data. From what I see and what others say (Including devs), Decisive Strike gives way too much value for being a perk. So I'll like to suggest a perk rework and say the pros/cons of this rework! Please give constructive feedback, and don't be afraid to point some flaws in this rework because that's why I came to the forums!

    Decisive Strike:
    Once per trial, when in the killer's grasp, when you've at least wiggled 200/175/150% total during the entire trial, succeed a skill check to automatically fill the rest of the wiggle meter. Increases your chances of becoming the obsession.

    How it works:
    So let's say the first time you was in the killer's grasp you wiggled to 45%, second time you wiggled to 75%, finally you wiggled to 30% and that was enough wiggle to get the skill check to get off the killer's shoulder. So if you do the math 45+75+30=150 which is barely enough to for Decisive Strike tier III to get your skill check. In theory, survivors will need to at least wiggle 50% every time they are on the killer's shoulder and the third time they will need more time for the skill check to appear and succeed it (Remember this is based on you having Decisive Strike III).

    Pros: Killer
    Doesn't ruin momentum on first/second hooks.
    Can prevent the perk from ever being used if you are close to hooks.
    Survivors who are 2 hooked will likely not be able to gain enough wiggle to get off your shoulder.
    No instant Decisive Strike for the obsession (Yay!).

    Cons: Killer
    Will punish you if you are far away from hooks and can ruin momentum early if you are unlucky.
    Can potentially provide survivors cheese escapes during the end game.obsession

    Why not make D strike simply stun the killer in place instead of dropping the survivor? Keep everything about decisive strike the same from the stun times to the skill check but instead you get a stun giving the survivor more time to wiggle. This suggestion would also pair well with boil over for anyone looking to run a wiggle free build. With this change the killer would have some legit counter play and it would not be game breaking. It's a simple idea but maybe this is all the perk really needs to be balanced. Thoughts? Opinions?

    @SadonicShadowHonestly that also wouldn't be a bad idea but I was thinking somewhere on the lines of you just drop the survivor on the floor (the survivor will still be in dying state) then the survivor will fill the wiggle bar just a little more (because you dropped the survivor).

    Decisive Strike:
    Once per trial, when in the killer's grasp, succeed a skill check to automatically make the killer drop you on the floor. Causes exhaustion for 120/90/60 seconds and cannot be used when exhausted. Increases your chances of becoming the obsession.

    Pros: Killer
    -Can never ruin your momentum if hooks are always near by.
    -Survivors can't effectively pair SB, DH, BL, Lithe, with DS.
    -Perk doesn't restart chases.

    Cons: Killer
    -If you are far away from hooks, decisive strike can make you lose momentum.
    -Can give survivors another opportunity to flashlight safe.

    My highest rank as survivor: 1
    My highest rank as killer: 3
  • That's just saying you want matches to last less than 2 minutes when all survivors just gun the gens and bam, exit gates open.

    @AlexAnarchy I'm not saying that at all, I never said "I want matches to last less than 2 minutes when all survivors just gun the gens and bam, exit gates open." Please just hear me out, I'm just thinking that if every survivor was to work on generators together (let's assume it's SWF and they all completed 5 generators together), it would be very difficult to get a gold/iridescent because points are split evenly between them all. I just think it's just odd that survivors are supposed to be a team yet they don't get some kind of bonus for repairing generators as a team. I don't want the points to be high, just a small amount where you are encouraged to work together. I'll repeat myself to make my point more clear, if you 0 to 100% a generator with 1/2/3 survivor(s), maybe 5/10/15 more points to Light Bringer? Isn't that the point of the game is to work together?

    I'll do the math as well, iridescent Light Bringer is 270. If you 0 to 100% every generator with 3 survivors, then 25+25+25+25+25 is 125. Now with the slight teamwork bonus with Light Bringer would add, 15+15+15+15+15+125 = 200, that's exactly gold for Light Bringer. Yes I know this seems like a lot but that's if EVERYTHING is perfect which is unlikely to happen.

    Again, don't assume and give me constructive feedback because it's why I came to the forums.
  • BBQ has a stealth perk to counter it, Sole Survivor.
    Left Behind isn't bad but it seems a bit high for values. Maybe 5/10/15 then 25.
    Devour Hope is a [BAD WORD] HEX PERK so the idea of keeping its values are just stupid, sorry.
    PWYF would be kinda OP at 5 tokens. It's fine where it is. Same with Lightborne.

    (BBQ needs a counter! when there's Sole Survivor)

    @iOrangeStain Actually sole survivor doesn't counter BBQ, even if the 2nd to last survivor gets sacrificed you won't get your 4 stack to make you immune to the killer's aura reading ability until after that survivor is finished with 3rd phase of sacrifice. While on the other hand, the moment that 2nd to last survivor touches the hook BBQ immediately takes effect while Sole Survivor is delayed. If sole survivor immediately took effect the moment someone went into the 3rd phase of sacrifice, yes it would counter BBQ. It would give you killer aura immunity the exact moment BBQ reveals auras, completely blocking out the effects of BBQ.

    Devour Hope is just bad because of totem placements, if totem placements were better then possibly you would get your 3rd or 5th stack.
  • Math Non-withstanding, the core of the perk becomes lost. The idea that you are the last survivor is the high risk, and a proportional high reward should accompany it. Getting to this point should give you a crazy advantage, like 250% gen repair speed, or something to that effect.

    @VayneHellslingerEither the 250% increase in repair speed or my version of the perk with decreased % values because this perk, in it's current state needs something. Very rarely I would be the sole survivor (I would either be sacrificed or already escaped) and when I am the sole survivor, the perk is just meh. However maybe your idea may be a great fix because the perk only it's strongest when there's more generators remaining due to the increased speed per generator (25%).
  • The only problem I see with "Light Bringer" is that when you work as a team, you get punished for helping each other for repairing generators because points are split between each survivor. So my suggestion is to reward survivors that repaired generators together more Light Bringer points so it's not pointless when there's 4 survivors on a generator. For every second you are repairing a generator with 1 or more survivors, you get additional points?
  • Currently I've been using "Left Behind" and the perk it's self is just meh because it looks good on paper but the odds of it becoming useful is extremely low. First you'll need to do less than 2 generators with you being the sole survivor or have the killer close the hatch, even if these rare situations do happen will the perk be good enough? No because the killer can patrol generators and once he finds you, your dead if it's a good killer. So I've an idea to make the perk more useful and not waste a perk slot for something that might not happen.

    Left Behind:
    As more of your allies fall to the killer's hands, an unexplained force gives you power from within. For EVERY survivor eliminated from the trial, gain a 6/8/10% bonus to repair speed.

    This will make the perk a lot less situational and provide value as survivors die instead of when your the last survivor in the trial.
  • ThePeeje said:
    My idea for gen rework is simple. 4 survivors = 6 gens need to be fixed. Every time someone dies = -1 gen required. So 3 left mean only 5 needed. 2 left only 4. 1 left only 3.

    An actual good idea!
  • I do think the killer is somewhat weak in my opinion because there's always that question to see if the killer is strong or not. "Can this killer end chases effectively and reliably?" If it's no, he's lower-mid tier killer and if it's yes, he's mid-higher tier. Kinda explains why you see nurses, Huntress, and sometimes billys at higher ranks. This killer can SOMETIMES end chases SOMEWHAT effectively (Due to the slowness effect) but CAN'T do it reliably (Due to survivors' counter play) which puts him at lower-mid tier killer if not then he's at least mid tier killer. Now, since we discussed what makes a killer a high tier killer, how can we make him better without making him "OP"? Simple, instead of 5% decrease to speed when affected by the tonic gas, [Optional buff] make it prevent survivors from running when affected by the tonic gas. [Optional buff] Remove the killer's red stain for the duration effect of the tonic gas for the survivor's perspective. [Need Buff] Increase tonic gas effects to 5 seconds (5 seconds will refresh if survivor walks back into the gas or remains in it) and increase the blurry vision effect (because currently it doesn't do enough). Now what's the point of these buff(s)? Survivors will now think twice about walking in the tonic gas and will now punish survivors if they walk in to it. Give me constructive feedback and point out some flaws in the Needed Buff suggestion. Optional buffs are just something to consider if my needed buff doesn't work or just isn't enough to make the killer better overall.
  • Awesome ideas!

    Thank you! Any suggestions?
  • Sympa, je veux essayer ça idèe de perk! Dèslote si j'ai mal français mdr.

    FengMin Déjà parlè:

    Bonjour l’équipe de Dead by Daylight

    Idée de perks:
    Entant que joueurs de DBD, nous avons eu l’idée d’une nouvelle perks pour votre prochain survivant. Il s’agirait d’une perks similaire à celle du survivant Dwight c’est-à-dire «Montrez ce que vous savez faire».
    Voici les effets de la perks:
    «Vous recevez un bonus de vitesse lorsque des survivants activent les générateurs».

    • Compétence Niv.1
    1 générateur= Bonus de 1%.
    2 générateurs = Bonus de 2%.
    3 générateurs = Bonus de 3%.

    • Compétence Niv.2
    1 générateur= Bonus de 2%.
    2 générateurs = Bonus de 4%.
    3 générateurs = Bonus de 6%.

    • Compétence Niv.3
    1 générateur= Bonus de 3%.
    2 générateurs = Bonus de 6%.
    3 générateurs = Bonus de 8%.

    Vous pourrez bien-sûr modifier les effets (pourcentages) afin d’ajuster le gameplay.
    De plus, cette perks permettra de forcer les survivants à faire les générateurs mais aussi au tueur de les détruire et de les ralentir dans leur progression.


    in New Perks Comment by NMCKE
  • Generator Rework:
    -Exit gates now require 100 power to be opened and progress will be displayed to the left of the remaining generators in the trial.
    -Hatch will spawn when power is at 50 and will open for the last survivor when power is at 75 or higher.
    -There's now 10 generators in every trial with 100 second repair times.
    -Each completed generator will grant progression to powering the exit gates.

    (Assuming that the power is at 0, this is how long it would take to power the exit gates.)

    -No generators are completed: No progression to powering exit gates.
    -1 generator is completed: 66 minutes until exit gates are powered.
    -2 generators are completed: 33 minutes until exit gates are powered.
    -3 generators are completed: 22 minutes until exit gates are powered.
    -4 generators are completed: 16 minutes until exit gates are powered.
    -5 generators are completed: 13 minutes until exit gates are powered.
    -6 generators completed: 11 minutes until exit gates are powered.
    -7 generators are completed: 9 minutes until exit gates are powered.
    -8 generators are completed: 8 minutes until exit gates are powered.
    -9 generators are completed: 7 minutes until exit gates are powered.
    -10 generators are completed: 6 minutes until exit gates are powered.

    Formula for exit gate progression:
    (Number of generators completed x 0.025) = Progression per second.
    100/Progression per second = Number of seconds to power the exit gates.

    Hex (Ruin):
    -A hex that affects the Survivors' skills at repairing generators. While the hex is standing, survivors suffer a 30/40/50% decrease in repair speed. The hex effects will continue to take effect until the related hex totem is destroyed.

    This should help with generators going too fast in the current meta and the future meta.
  • Déjà vu:
    -Unlocks potential in one's aura reading ability. Generators are revealed to you within a 24/28/32 meter range while showing the progress of the generator depending on the color of the generator's aura.

    Technician:
    -You adapt to the greatest care of machinery. Every 20 seconds while working on a generator, you'll receive a token up to a maximum of 2/3/4. When you have 1 token, on a failed repair skill check, you'll be prevent the generator explosion while consuming 1 token.

    Streetwise:
    -Long nights out taught you to do a lot with what you've got and thus you learned how to recycle. 15/20/25% of the original item charge will be slowly regained.
  • Runiver said:

    300 seconds is about half of a round, if not more.
    It's just too much in my opinion.

    It wouldn't hurt to decrease the penalty for attacking your obsession to 180 seconds.
  • Save The Best For Last:
    You become 
    obsessed with one Survivor. Successful and unsuccessful attack cool downs are reduced by 30/40/50%. Attacking your obsession will remove your cool down bonus for 300 seconds and when your obsession dies, you will permanently lose the bonus cool downs.

    Give me some constructive feedback not "Ugh that's so stupid!"


  • Self Care:
    Unlocks the ability to heal yourself without a med-kit IconItems firstAidKitpngwith 15/20/25% increased healing speed. Self care has 12 charges and will increase efficiency of healing items by 15%.

    What do you all think about this rework and give constructive feedback not "Ugh this is so stupid!".
  • Generator Rework:
    -Exit gates now require 100 power to be used and progress will be displayed to the left of the remaining generators in the trial.
    -Hatch will spawn when power is at 50 and will open for the last survivor when power is at 75 or higher.
    -There's now 10 generators in every trial with 100 second repair times.
    -Each completed generator will grant progression to powering the exit gates.

    (Assuming that the power is at 0, this is how long it would take to power the exit gates.)

    -No generators are completed: No progression to powering exit gates.
    -1 generator is completed: 66 minutes until exit gates are powered.
    -2 generators are completed: 33 minutes until exit gates are powered.
    -3 generators are completed: 22 minutes until exit gates are powered.
    -4 generators are completed: 16 minutes until exit gates are powered.
    -5 generators are completed: 13 minutes until exit gates are powered.
    -6 generators completed: 11 minutes until exit gates are powered.
    -7 generators are completed: 9 minutes until exit gates are powered.
    -8 generators are completed: 8 minutes until exit gates are powered.
    -9 generators are completed: 7 minutes until exit gates are powered.
    -10 generators are completed: 6 minutes until exit gates are powered.

    Formula for exit gate progression:
    (Number of generators completed x 0.025) = Progression per second.
    100/Progression per second = Number of seconds to power the exit gates.

    Hex (Ruin):
    -A hex that affects the Survivors' skills at repairing generators. While the hex is standing, survivors suffer a 30/40/50% decrease in repair speed. The hex effects will continue to take effect until the related hex totem is destroyed.

    This should help with generators going too fast in the current meta and the future meta.
  • Pig: BBQ, Ruin, NC, and NOED.

  • As a survivor, my main goal in any game is to try and allude/avoid the killer as much as possible.

    Played an entire game without the killer even getting the opportunity to engage with you? That should be points as well.
    I agree and I think the system should be changed to something like this for "Evader".

    When you've been found by the killer, you'll immediately lose a lot points (If you have been chased for 5 seconds then you'll lose the points to confirm that you've been found) and will gain all of the points you've lost when in a chase for 30 seconds. Suddenly after the 30 seconds, you'll be rewarded points in higher curve up function if you keep the chase going after 30 seconds and this version of evader will grant a lot more points than what this "Evader" system gives (Note that every survivor will start with a iridescent evader emblem). What do you think?
  • MeowLux said:

    My idea; Once per trial, when in the killer's grasp and if there is atleast 1 survivor dead, succeed a skill check to automatically to escape the killer's grasp and stun him for 2 seconds if 3 survivors are alive, 3 seconds if 2 survivors are alive and 4 seconds if you're the sole survivor alive.
    It also encourages stealthy play, because if you're the first one caught and no one is dead, then you can't use it.

    Actually not a bad idea for a rework! 👍
    Decisive Strike is really tricky to rework because it's provides so much value that the slightest Nerf could drop the perk from ever being used.
  • Tsulan said:

    Since the timing between the opening of the gate and leaving is to short.

    Maybe if Blood Warden blocked both the end of the exit gate area and the exit gate switch if the exit gate wasn't already opened would be a great buff to Blood Warden!