NMCKE
NMCKE
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@Vert3x said:
Hey, serious post about Decisive Strike.
I would like to share an idea for a minor rework on Decisive Strike; albeit I do appreciate the way it's not always as much of a free out-of-jail card as it used to be in the past, there's still some situations in which I believe that some killers should not get stabbed with it when they in fact are or should get stabbed when they in fact aren't.
Before going ahead, I would like to point out that 5 seconds of stun without Enduring affecting it are a very heavy punishment towards the killer and the objective of this rework idea is to make sure that it gets used specifically on tunneling killers as that is what the perk is meant to be used for.
My idea is quite simple, Decisive Strike's timer should be affected by some special rules:
- (Buff) If the killer is chasing you, the timer will progress at half its normal speed, meaning that if the killer carries on chasing you after you are unhooked, it could hypothetically last up to 120 seconds.
- (Nerf) If you are healed to full health, the timer will cancel out
- (Nerf) If another survivor is hooked, the timer will cancel out
Important Note: the timer canceling out does not mean that the perk is permanently disabled, it should simply act as though the timer expired, so it should be possible to reuse the perk in a later occurrence.
I would be down for introducing more rules to it for example covering the well known survivor locker plays or killer slug plays that involve Decisive Strike, thing is that I'm not 100% sure as to what should be done in this circumstances specifically and that's where you guys can contribute to this idea by adding your own "timer rules".
Is a survivor going into a locker to use their Decisive Strike too greedy and should it be punished with a faster timer progress?
What about a killer slugging the survivor, should that be considered soft tunneling and therefore make the timer slower too?
Let me know what you think about the whole idea and any new rules to add for the timer.
I'm going to put your ideas in perk format!
Decisive Strike:
Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 60 seconds. The activation timer is slown down by 30%/40%/50% while in a chase, but will automatically expire when the killer hooks a survivor or you heal a health state.
While Decisive Strike is active, when grabbed by the killer, succeed a skill-check to automatically escape the killer's grasp and stun the killer for 5 seconds.
- Succeeding or failing the Decisive Strike Skill Check will disable Decisive Strike.
- Successfully stunning the killer will result in you becoming the Obsession.
- Increases your chances of being the Obsession.
- The killer can only be Obsessed with one survivor at a time.
I think slugging should also slow the timer, as feedback! 🤗😁
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@StereoHEAD43 said:
I got up to level 64 in the Rift and the rest of the rewards seem lackluster, charms aren't really noticeable by killers and survivors unless you really try to look for it. Cosmetics seem nice, we got another David showing off his muscles, and killer cosmetics.
If I do buy the season pass at my level, I can get the auric cells used to buy the pass back but that's just it. I bought most licensed killers except for GF. And the free battle pass has no good rewards except for charms after you got all the putrid serums
According to @Fibijean's hours to complete the Rift, if you can spend somewhere near 180 hours on grinding, then the Rift is definitely worth every buck in your wallet. Even if you fail to complete the Rift, you can make a profit if you can manage to complete the majority of it. 🤗😁
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/962158#Comment_962158
Please read carefully. All I’m saying is that if survivors have died and gens still need to be completed, then the hatch should only appear when 1 is left. Nothing about the egc changes. Just that a survivor can’t camp and leave the other to an inevitable demise.
Personally, I think the hatch should never spawn in until all generators are completed or until there's only one survivor left.
That way, when there's only a few survivors left, the "Scaredy Cat" doesn't always escape because they have to find the hatch after it spawns in. Furthermore, it benefits survivors too because the killer can't just hook and use the sacrifice animation to beat the last survivor straight to the hatch. Now, the killer doesn't get an automatic EGC, the mechanic is now a pure dice roll. 😁🤗
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@underlord99 said:
Why do so many survivors DC over a hidden offering ?
I don't endorse DCing, but many survivors have DC'd when I didn't use a mori and I bet they were surprised when they figured out it wasn't a mori. 😁
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@TruffleTurtle said:
I've heard somewhere saying that tome 2 will release when the old one ends. But the devs said that it will release at the mid chapter. Does this mean that the mid chapter is Jan.7th or are they just wrong about tome 2 release after the 1st tome?
I think, don't quote me, Tomb II will be a separate update then the mid-chapter patch because there's no way they will skip a PTB just to launch the Archives faster. 😁
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/963961#Comment_963961
There is something called a map. Having a perk that reveals all totems and traps will just neuter certain killers like Trapper.
12 seconds per trap/totem is a lot of time. Besides, survivor is taking a perk slot to have the ability to see totems and traps. 😁
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/963739#Comment_963739
It could be a paragraph rather than a Chapter, with just our friendly demented rabbit, and some cosmetics for like TAPPY BOI or something.
:D
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/959130#Comment_959130
It provides a BP bonus, slows Cleansing, provides tracking, and works particularly well on high mobility killers.
The slow down is countered by cleansing other totems, preferably, dull totems.
BP bonus has no effect on the Trial, it's just there for currency.
Tracking is useful, but the killer can only be at one place at a time.
I don't think that justifies keeping the perk a hex, especially when it's useless by itself and requires another Hex to be powerful. If the killer is spending two perk slots to make his Hex last longer, not forever, then it needs to do its job.
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I have an idea for the perk because currently, it's very inconvenient when you're going against a defensive killer.
Small Game:
You have the undeniable capability to sense danger.
You can determine the number of totems remaining in the Trial.
When you are within an 12 meter range of a trap or totem, this perk will activate.
After being activated for 16/14/12 seconds, the auras of all traps and totems are revealed to you.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/963862#Comment_963862
2 survivors on a generator without either brings it to 44 seconds in comparison. 4 seconds from prove thyself and 3 from resilience. The main gain is the combining rather than the perks themselves
To play Devil's Advocate, aren't they spending two perk slots to repair generators 7 seconds faster than normal? Doesn't that have a lot of requirements?
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@YummySushiPJs said:
He’s using the new perk that’s coming out called “We’re DEFINITELY Gonna Live Forever” - it looks balanced. 10/10 will use.
Out of curiosity, what's the other two?
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@BloodMoneyMerc said:
So I'm currently a rank 10 killer. Every match I get is against red & purple rank survivors. While I try to just face these survivors as best as I can I generally get looped like crazy and can never get a legitimate win. The gens are all done so fast that I have no control on if I can win the game or not. I have maybe seen 5 actual green rank survivors in the past week or so, but they are usually paired with reds or purples as well. It is getting out of hand and I'm starting to not want to play killer when I get destroyed almost every game. I go against mostly SWF groups that are good at keeping gens being done. If this isn't proof enough of how easy survivors have it to rank up and just win the game in general than idk what is.
P.S. I'm a rank 1 survivor, and I do it solo (no SWF). So I know how easy survivors have it.
Red ranks mostly consist of green ranked survivors since the ranking system isn't a true evaluation of skill. 😁
BOOM, I changed your mind! :P
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When did they buff Anti-Hemorragic Syringe?
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@humanbeing1704 said:
that's a first someone complaining about resilience
I did the mathematics: With 2 survivors on a generator, injured, equipped with Resilience and Prove Thyself, reduces the time to repair generators to, rounded to the nearest whole number, 37 seconds.
I'm not saying this is broken as I remain neutral about OP's idea, I'm just doing this to add more to the discussion. 😁
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@ABannedCat said:
Correction: Only play killer if you are Nurse, Spirit, Hag, or Huntress.
On console only, she's not as good because FPS for lower generations and hitboxes.
I also heard her blink lunge is bugged.
Edit: Wow, this looks like I'm whining, so let me add this.
She's a great choice, but not as good on console than on PC.
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I dislike the perk not because of the effect, it's due to the fact this perk takes advantage of solo survivors.
As a solo survivor, you have no idea if your teammates pulled their weight by cleansing at least one totem. Therefore, you can either: Do your teammate's part or not do your teammate's part.
If you do your teammate's part, you risk looking for a totem that doesn't exist and waste too much time. Remember, time is everything for both sides, not just for the killer.
If you don't do your teammate's part, there's that chance your teammates didn't and in the end game, No One Escapes Death will mop up your team.
Nevertheless, to give the benefit of the doubt, I prefer killers using NOED over Ruin. 😁🤗
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@PolarBear said:
The only problem with Pig is survivors getting traps off of the 1st jigsaw box. Otherwise Pig is in a pretty good spot.
This, I seen a few survivors do generators while trapped, me included, and sometimes, when I have one more box left, I'll do generators until 75% of my timer has expired then remove the trap.
RBT aren't slowing the game down that much, not when I can remove my trap at the first box. :(
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@Springey said:
https://forum.deadbydaylight.com/en/discussion/comment/962982#Comment_962982
Would be kind of weird seeing someone like Michael in a Pizzaria for kids, wouldn't it? 👀
What about sister location? I heard a lot of people like indoor maps to be honest!
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@DBDfan12 said:
why do we need DC bans? people will just go AFK instead . if someone wants to DC just let them
Just because someone can avoid the punishment doesn't also mean we should give up.
Besides, if people AFK, that's unsportsmanlike and can be reported. If you get repeated offenses, you will likely get banned based on an escalation system.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/961626#Comment_961626
I count Demogorgon as an exception (was rather surprised that it was added).
When you look at a Killer, you can tell they are human or were human at some point in their life. You don't really get that kind of thought process with Springtrap or any of the other animatronics.
The developers are aiming for humanoid killers, which are killers that have the appearance of a human figure.
Springtrap in this instance, definitely fits the developer's expectations for a humanoid killer. 😁
Through, I respect your opinion about only wanting human killers only. :P
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@Springey said:
He could be another stealth killer.. but I think we have enough of those, unless there's a special thing about it?
I have an idea for a FNAF chapter, and it involves stealth in a special way.
I don't want to flood your thread with my wordy idea, so I'm going to be making a thread about it soon — I'll be sure to tell you about it once it's done! :)
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/961776#Comment_961776
That's a perfectly respectable view to have, but I never said ultra rares were balanced - quite the contrary, in fact. What I said was that the fact that they're unbalanced is totally okay, as long as they're the exception, not the rule.
Obviously, that's just my opinion, and I'm aware it's not a popular one, but that's okay because I've heard all the opposing arguments and this is something that I don't think there is an objectively right answer on.
For what it's worth, though, I think your idea is a good one, if we were operating off the premise that iri heads are problematic and need changing.
Before we continue our discussion.
Didn't you previously say Iridescent Hatchets are balanced in the comment below?
@Fibijean said:
I don't think iri heads are really a problem. They can be dodged just like normal hatchets, and they have a severe downside which is only somewhat mitigated by the use of certain add-ons.
Additionally, I think overpowered mechanics designed to grant a significant advantage are fine for what they are in general, as long as they don't come into play in the majority of games. I have always maintained that the only problem with ultra-rares of any kind is not the item itself, but the fact that it isn't as rare as it should be.
If something has to be done about iri heads, I think that stopping them from stacking with the Infantry Belt (not necessarily the Leather Loop - I don't think they're powerful enough for that) would be a reasonable change.
The only thing I could find is you disliking how common Iridescent Hatchets are, but at the same time, you implied that this is a general problem for all killers.
I want to make sure I clear up any confusion before continuing our discussion. 😁
Edit: Enish is hrd
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@Fibijean said:
I don't think iri heads are really a problem. They can be dodged just like normal hatchets, and they have a severe downside which is only somewhat mitigated by the use of certain add-ons.
Additionally, I think overpowered mechanics designed to grant a significant advantage are fine for what they are in general, as long as they don't come into play in the majority of games. I have always maintained that the only problem with ultra-rares of any kind is not the item itself, but the fact that it isn't as rare as it should be.
If something has to be done about iri heads, I think that stopping them from stacking with the Infantry Belt (not necessarily the Leather Loop - I don't think they're powerful enough for that) would be a reasonable change.
I feel like Ultra Rares shouldn't be powerful enough to foreshadow what the result screen will look like because let's be real here, that's not fun nor interactive at all.
While I can agree Iridescent Hatchets by themselves aren't powerful, I cannot agree Iridescent Hatchets is balanced when certain add-ons such as Infrantry Belt is added into the mix.
I feel like instead of just slapping a "Does not stack with Iridescent Hatchets" to the extra hatchet add-ons and calling it a day, we should rework Iridescent Hatchets to be more interactive for both roles.
I think I can speak for the majority here, having an add-on that basically reads as, "You will down any survivor you see" is just not acceptable. Therefore, I decided to craft a new Iridescent Hatchet add-on that is more fun and interactive:
Iridescent Hatchet:
- Upon successfully landing a hatchet on your target, you will receive a hatchet back into your inventory.
- Lockers will now grant a single hatchet per search.
The best part about this add-on is that it rewards precise aiming and it can be stacked with extra hatchet add-ons without skewing balance too much in the killers favor, unlike before. 😁
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@ninjamediness64 said:
After playing a lot of Nurse the past few months, I thought I'd throw out some ideas for QoL changes to make her feel better.
- Remove her recharge mechanic, but increase her fatigue.
- Increase her FoV toward the end of her blink.
- Allow her blink to continue recharging while she is holding one.
- Fix the bugs associated with her blink.
- Increase her move speed slightly (3.9 to 4 m/s).
- Rework a few of her add-ons so they're actually worth using.
Just one or two of these would probably make her feel better without making her broken again. I definitely don't want her to be as powerful as she was before, but she feels really stressful at high ranks in her current state.
As a console Nurse main, I agree with four of your suggestions:
- Allow her blink to continue recharging while she is holding one.
- Fix the bugs associated with her blink.
- Increase her move speed slightly (3.9 to 4 m/s).
- Rework a few of her add-ons so they're actually worth using.
I have a alternate to this:
- Remove her recharge mechanic, but increase her fatigue.
Since the community dislikes fatigue, I was thinking the cool-down only applies to her lethal blinks. This can give her just a little more mobility because she doesn't have to wait a few seconds to use her blinks again.
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@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/959378#Comment_959378
I didn't look at the date... why the heck is this topic even back at the top of the discussions lol. And yes they keep changing legion because they are broken and need a rework but instead they just keep getting these nerf/buffs... it is hard to keep track.
Someone necro'd the thread, which you aren't supposed to do according to the forum rules. 😁
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Yeah, the amount of DCs have
skyrocketedever since double blood points started up.This is why I prefer playing killer over survivor because at least you don't have teammates that can screw you over. 😡😕
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/960893#Comment_960893
No, what he means is he doesn't want people to judge each other by what they like... and actively tell them why they hate that concept in a judging way.
You can criticize people and disagree with ideas, just don't be a jerk about it is all. People are entitled to like whatever they want, but when someone attacks another or judges them about what they like... than that's a bit much.
Again, criticism isn't the issue... it's just how people judge and attack others IS the problem.
Thank you, I appreciate it.
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@yandere777 said:
https://us.v-cdn.net/6030815/uploads/367/UZ1DA5YPLIDV.jpg
Putrid serum currency will at January 20th 11AM. What's "will at" lmao
This just in: The developers are not bots, they are actually human! 😁
More news at 11AM, stay tuned as our forum investigators conclude their research!
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I watched some beta footage, and the lighting was beautiful — The game definitely had atmosphere then because it had everything for a horror game.
Now, the lighting is just, "Meh" so I was thinking for survivors, make their cosmetics brighter and bring the beta lighting back for both roles.
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@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/393792#Comment_393792
DW isn't tied to chase now, it's only tied to running.
@NurseMainBTW's comment is about 9 months old as of January 2, 2020. Obviously, things can change within that time, so I wouldn't pay any attention to comments that are old because stuff like that can be very confusing. 😕
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@[Deleted User] said:
No.
Like, why?
"Because I'd like it" is unfortunately not a good enough reason to very forcefully shove a franchise like FNAF into DBD.
It's like requesting Chara from Undertale to be a killer in DBD and Frisk as a survivor, simply because a lot of people like Undertale. It just simply doesn't fit. At all.
That's the main reason why the developers added License killers and survivors into Dead by Daylight because a lot of people wanted it in the game.
To be clear, I wouldn't mind a FNAF chapter in DBD, but I dislike how people, not you, keep judging others because they like a game they don't like. This needs to stop.
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@Lanterns said:
Because I paid for the game and no one else. I decide what loadout to use. Trying to shame me everytime I use it post-game just makes me laugh.
Can't wait for the DC penalties to start weeding these toxic, entitled people out.
Yes, you're definitely are allowed to use whatever the game offers to you, but just keep in mind of other players, too.
This is the main reason why I just hate playing survivor because a secret offering already foreshadows that this match is a waste of time. Sure, I'll try, but usually this will be in vain because you will eventually get hooked since no one is perfect and that's it, GG. 😁
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/955242#Comment_955242
don't know exactly how much we should buff Amanda's crouch speed; all I know is that it needs a movement speed buff because it takes forever to set up for an Ambush.
The main reason why 100% comes in mind is because it's not faster than the survivor's running speed, so you can't chase a survivor using Ambush only. To be sure what to buff her movement speed to, we will need to test some things on the PTB.
Fair. For all I know, 100% could totally be fine. PTB testing would be the best way to figure that one out, yes.
This is where I disagree, because uncrouching allows you to do both already. You can attempt to grab someone, and if it fails, you get a hit anyways.
Why would I surprise a survivor by Ambushing them when uncrouching gives me the chance to grab someone? Ambushing isn't worth it, you always want to uncrouch when surprising a survivor, and that's the problem — uncrouching is simply better than Ambushing in every way in terms of surprising survivors.
I guess the way I see it, by moving the lion roar to the end, you're kinda buffing the surprise capabilities of the ambush to make it stronger than just uncrouching and attacking. So I was kinda thinking "you ambush if you want the easier hit and you uncrouch if you want to go for the grab". But you make a fair point about just being able to have your cake and eat it by just uncrouching since a failed grab is probably just a hit anyways. I guess when you look at it like that, there isn't really anything wrong with ambushing always being the correct decision if the Survivor hasn't caught on to your presence, since the alternative would still be that ambushing is never the correct decision, which is stupid. Alright, I'm on board with this idea now.
Actually, I think you understand everything, but not considering a few key factors.
Long story short, if you don't take the RBT seriously, you're risking getting yourself killed because you will have less time to remove the RBT when it becomes active (which can be as little as 2 minutes). However, if you take the RBT seriously or you didn't get the chance to take the RBT seriously (Hooked, Downed, or in a chase), you will be rewarded with more time to search Jigsaw Boxes.
I know, I know, if the survivor takes the RBT seriously and tries to get it off ASAP, they get 3 minutes to remove the RBT. However, keep in mind that RBT are supposed to stall the survivors and are only supposed to be lethal when they don't take the RBT seriously. I think these changes work well with the theme of Amanda Young, and the core of what Jigsaw does.
The survivors have a choice to use the passive timer for whatever they want, but that comes with a consequence.
I know that numbers are not finalized, but let's go with the 60 second passive timer and 120 second active timer. Assume we're not using any of the add-ons that reduce the passive timer.
We can probably categorize Survivors into 3 groups: Good, Average, Bad
The bad Survivor would probably do as you say and not take the RBT seriously, letting the passive timer run down while they do whatever until the active timer starts running down. This only gives them 2 minutes to do box searching, which is basically the current RBT + Tampered Timer.
The average Survivor would likely start hammering out boxes on the first chance they get. This gives them the solid 3 minutes to get their Trap off, which is worse than the current RBT.
The good Survivor would probably spend 30 seconds doing whatever they can do from wherever they are (heal, start up a nearby gen, maybe search a chest or do a totem), and then from there, they would start to hammer out the boxes. This gives them the same amount of time as the current RBT, except they also got a free grace period to do whatever they want. This also makes it worse than the current RBT.
Currently, I am off the opinion that Reverse Bear Traps as they are now suffer from consistency issues. When they work, they are solid time wasters. When they don't, your power is neutered that much more. With that in mind, I would argue that this change at best does not fix the issues (at least, what I feel are issues) with the current Reverse Bear Traps and at worse simply makes them worse against non-potatos/non-greedy players.
Recently, I did some testing with the RBT and EGC, and usually, survivors with an active RBT who didn't start on Jigsaw Boxes will almost always die to the EGC. The timer didn't slow down to give them a fair chance.
Therefore, make RBT prevent survivors from leaving through the Exit Gates, but slowing the EGC by 50% should allow more counterplay. Besides, survivors already 99% the Exit Gates, and if someone messes up, they have 4 minutes to remove the RBT and escape.
I don't like pausing the EGC because there will be situations where a survivor will get trapped at 1% left on the EGC. Then, we have a stalemate, if the trapped survivor attempts to remove the RBT, they will get sacrificed on the spot as soon as they remove the RBT, so they won't remove the RBT at all. The killer can find the survivor, but that's going to take F.O.R.E.V.E.R.
At that point, the EGC is not doing its job by ending the game.
The way I see it, if you just hardcore tunnel the Trapped Survivor while the timer is counting down, even while slowed down, you can force the Survivor into a completely unescapable position (sure, they might have enough time to do boxes, but then they won't have enough time to make it to the gate), which I don't really like. You can argue that they are in an unescapable position with the paused EGC timer still because the Killer simply won't let them go, but you could MAYBE argue that if the Trapped Survivor manages to shake off the Killer somehow, they could potentially then find the time to do the boxes without having to worry about the EGC timer. IMO, the safest way to go about it without promoting opportunity for abuse on the Killer's end is to simply make it so the timer can still go active once all the gens are done (which, I guess in the context of your idea, would be to make it so the RBTs automatically become active once the passive timer runs out) and to pause the EGC timer. That way, there's still a timer counting down to their demise, but the trapped Survivor does not have to worry about a second timer that they can't do anything about.
I think this is all fair since survivors are given plenty of time to remove the RBT, and if they don't take it seriously, they will likely die to the RBT. Through, RNG is always a factor in a survivor's death, if someone doesn't take the RBT seriously with these add-ons, it's not GG. Plus, don't forget about the generator requirement to make the RBT active once the passive timer expires. If a generator isn't completed, survivors who don't take the RBT seriously will survive anyways.
I think my concern goes a bit beyond simply spending more time trying to get the trap off. It's not just an additional 7 seconds per box to get the Trap off; it's an additional 7 second per box just standing around being open to being spotted by the Pig if you are using the strongest add-ons. If at any point the trapped Survivor gets off the Box, they have to start the search on a Box from scratch. And if the Pig approaches, they have to either move away and suffer an additional penalty searching or just take a hit from the Pig. An additional 7 seconds means the Pig has 19 seconds per box to interrupt them for even a second. Just one single success doing so can throw off the Survivor considerably if they aren't lucky with getting the Trap off. This is already doable currently with Bag of Gears and Crate of Gears (which is why I'm okay with your 2 and 3 second add-ons), but my worry is that the additional 2-ish (technically just a pinch less) per box compared to those two add-ons can prove to be problematic. Granted, with the 3-minutes total your RBT idea has, maybe the concern is mitigated, but it's hard for me to be okay with that when I have issues with the passive/active idea as presented as well. Though of course, it is entirely possible that I could be off-base with this and that the extra seconds ends up being fine.
Basically, this gives the trapped survivor less time to make use of the passive timer. Remember, the passive timer is supposed to give survivors who want to get rid of the RBT, more time to do so before the RBT pressures them. Think of the passive timer as a reward for the survivors who treat the RBT seriously.
Stacking both add-ons will give the trapped survivor a 15 second passive timer. This effectively reduces the reward for treating the RBT seriously, but shouldn't be lethal if the trapped survivor plays their cards right.
Here's the thing: Unless the current RBT timer starts up before the Survivor is off the hook, Survivors wearing RBTs already are under not a lot of pressure if they don't wait to start doing boxes. Your passive/active timer with those numbers reduces that pressure even further. So all these add-ons are doing are adding back the pressure that was basically taken away from the Traps in the first place. And even if you use the two strongest ones, the total minimum amount of time you are giving the Survivors is still higher than the time a Survivor would currently have with just Tampered Timer, an add-on that already kinda does nothing unless someone actually DIES to the RBT. Considering that no one reasonable would put off doing Boxes if they see the passive timer draining like a mofo, the end result for the two strongest add-ons is still weaker than one current add-on.
I think the problem with all this is that your intent is supposed to be that you are giving Survivors the chance to figure out how much risk they are willing to play with, but not only are you minimizing the pressure of consequences to people who choose to play it safe compared to current RBTs, but you are giving more risk for people to safely play with before the pressure of consequences become on-par with current RBTs. I do not think that the RBTs need to be made safer compared to how they currently are, but that is what is happening in practice.
Well, it's an add-on, so survivors won't always expect Amanda to run it, and if it's not that good, we could add a mini Huntress Lullaby to the Jigsaw Boxes since they aren't affected by Huntress Lullaby in the first place.
I personally have a dislike for add-ons that effectively function as worse versions of existing perks (ex. almost every current Mangled add-on that exists). Personally, I'd rather just allow Huntress Lullaby to affect boxes (since it currently does not, to my understanding) and just have the add-ons do something completely different (preferably something not Skill-Check related). This is more personal preference than anything, to be fair.
Eh, it doesn't feel impactful because we aren't the ones experiencing the effects.
I think it's not that simple. The thing about this series of add-ons is that they do nothing at all to hinder the Survivor while they search boxes. They are only relevant when the Pig is actively hounding them. Mangled is arguably an exception, but that kinda goes back to what I said before about add-ons being worse versions of existing perks. If the Pig does not actively harass these Survivors while they have Traps on, the add-ons do nothing at all because once the Traps are off, they can just go about their business as usual. If the Pig DOES actively go after them to take advantage of the status conditions, however, then we have a different problem where the Pig is having to tunnel the trapped Survivors to make use of those add-ons. This is bad because the point of the RBTs is to stall for time and slow down gen progression, and if the Pig is chasing the people with the Traps, the Pig is reaping none of the stall benefit from said Traps. It's basically putting the Pig in a "damned if you do, damned if you don't" situation.
I would be fine with that, how many do you think we should remove?
I would personally say no more than 2.
You missed the second part of this add-on:
"(Very Rare) While crouched, your breathing and the noises made by moving vegetation is silenced.
When a survivor searches a Jigsaw Box, that Jigsaw Box will display a yellow aura."
I did indeed miss the second part. My apologies. My concern with the second part is that the Pig can now accurately track which boxes a Survivor has already checked. If three boxes are done and the Trap is still on, the Pig now knows for certain that they can simply defend the last box like all hell and make sure the Trapped Survivor can never get the Trap off. Is this necessarily strategically sound? Probably not. But I worry this would invite trollish/griefy gameplay tactics that doesn't really have an answer to it. Granted, this is already possible with the fundamental design of RBTs through sheer dumb luck, but I'm not sure how I feel about increasing the efficiency of such a tactic.
If the survivor doesn't know if the killer is coming to them, how can they rule out that it's safe to search a Jigsaw Box?
This can cause survivors to be paranoid and waste more of their time. If they don't take risks or use context clues, it could end up getting them killed but if you decide to go after them, the timer simply stops.
Well, the Survivor kinda already has that going on with the Pig crouching to them, so the Survivors by default always have to worry at least somewhat about being snuck up on due to no Terror Radius. What this add-on does beyond giving away the Survivor's immediate location is give the Pig an opportunity to not have to crouch to potentially catch that Survivor by surprise. But as is the case with the status condition add-ons, that is only really relevant when the Pig is actively trying to take advantage of the add-on and effectively tunneling the Survivor, which runs counterproductive to the goal of the Reverse Bear Traps.
I read this, will respond later! 🐷
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@Spooky13 said:
As much as I like the series and would be perfectly fine with having a chapter for FNaF I just can't see it working out. The only logical character would be William Afton/Springtrap as a Killer, seeing as he was an actual murderer, but he never really had a unique shtick compared to other animatronics so I don't really kno what they could do for him.
Springtrap would be great, and since we're on the subject, I want to make a fan made chapter about him.
I was thinking, the killer can be called "The Animatronic" and can be like Legion where you can change the killer's skin to whatever animatronic you prefer! :P
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/958151#Comment_958151
woo hoo charm reskins are obviously quality content
I thought most if the charms are pretty cool, through some are way better than others.
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@ThisGuuy83 said:
Spine chill works on scratched mirror Myers now... Trust me, I KNOW...
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/956221#Comment_956221
Finally, thank the Entity!
So, I responded by showing you how good Spine Chill is on "Stealth Killers". 😁
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Here's mine:
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/956221#Comment_956221
Finally, thank the Entity!
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comSpine Chill allows me to infinite Scratched Mirror Myers. 😁🤗
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@DefaultText said:
So im a rank 1 console player and i had a chance to play dbd in a pc cafe and holy crap the skillchecks dont have any problems.
On console you need to press it earlier to have a great skillcheck, even with 80 ping i need to press the key outside the great skillcheck to get it and i thought it was the same on pc but i was wrong.
On pc you really need to press it on the white area and god it feels so satisfying to do a gen in 70 secs because youve hit every skillcheck.
That's why Ruin is twice as strong on console, and why more killers use it. 😕
I feel like skill checks need to be updated anyways because there will be times where you think it should or shouldn't be a great/good/miss. The needle is very misleading.
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@TAG said:
I'm not close. Eventually stopped caring about it.
Yeah, I been grinding so much that I eventually got burn out and gave up on the Rift.
Anyways, if y'all are curious, I spent more than 70 hours. In fact, stayed up nights after nights trying to complete the Rift. Eh, I'll likely, but the rest of it with Auric Cells.
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@Mr_K said:
Green keys are broken.
Nioce 😁
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@inferjus said:
Please no, no more second-chance perks for survivors! You got downed, you deserve to be vulnerable!
You left the survivor on the floor, knowing the potential risks in doing so. Furthermore, the survivor is using a perk slot for the chance to get OP's effects, which, mind you, not every killer slugs.
I think this is a fair second chance perk.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/955338#Comment_955338
I will certainly respond to this when I get the chance (which may not be until tomorrow), but rest assured that I have read your response in full.
Awesome! :)
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I have to agree, 70 hours is definitely far off, and I'll likely have to spend Auric Cells to catch up.
Therefore, I'm going to suggest some things to bring the Rift to par:
- Completing Daily Rituals award Rift Fragments.
- Offerings that double XP.
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My comment above is finished!
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@TAG said:
Everything here be just my opinion.
Increase crouch speed to 100% - 100% miiiight be a bit too much? I'm down for increasing crouch speed, but maybe to, like, 96% or so. Maybe I am wrong and 100% is okay, though. Since the numbers are just placeholders, I'll say that I am fine with increasing crouch movement speed a bit.
Auto-grab occupied survivors while ambushing - I actually think it is okay to have to uncrouch to grab someone. It gives the Pig the choice of either going for the ambush or going for the grab but not both. As long as it is not better to uncrouch just to hit someone idle period, I don't think we need to do something like this.
Lion sound moved to end of charge - Thumbs up from me.
Passive/Active RBT states - Ehhhh, can't say I approve of this. Unless I am misunderstanding this, to me, this just reads like a glorified "increase the death timer by 30 seconds compared to how it is now," which I can't get behind. If you reduce the passive timer down to 30 seconds, though, then this kinda just becomes identical to how RBTs function now as far as timers. All you are really doing, from my point of view, is just rearranging when the timer is counting down and when it is idle. Could you elaborate on how your idea is not simply just "RBTs effectively have a timer of 180 seconds?" Or, I guess to put it into less of a number talk, how is this idea differentiate RBT death timers from how they currently function Then maybe I can see what I am misunderstanding.
EGC timer slowed by 50% while someone has an RBT - I actually think only slowing the timer still has the potential to put the Survivor in an unwinnable situation. I think you need to pause the timer instead to make this a safe thing to do (which, mind you, I am a strong advocte of).
Add-Ons
Increase the time search for Boxes by 1/2/3/4 seconds - I think 7 extra seconds can be worrisome (granted, numbers are placeholders, as you said). Currently, the two Gear add-ons raise the search time to 17ish seconds, whereas this can raise it up to 19. Maybe this would be fine with the increased timer, but as I am not a fan of that atm, I am not sure how I feel about this. Maybe if you just stuck with 3 and 2 (resulting in 5 seconds, only EVER so slightly worse than current Bag + Crate), it would be safe.
Reduce passive timer by 10/15/20/25 seconds - This hinges on my understanding of the passive/active system being correct, but I don't think any of them are worth using, not even together. Raising the total time to 180 seconds makes these not do anything meaningful. I know the numbers are placeholders, but I can't judge these add-ons without the numbers.
Counterclock-wise Skill Checks - I don't think these would be worth using. Doc at least screws up the skill checks in other ways to make CCW skill checks more annoying, but I think in a vacuum, just mixing in CCW skill checks with regular ones isn't going to accomplish much against good Survivors.
RBTs inflicting status effects - I don't like them as they currently are, and they seem no different here, so I don't like them here either.
Shutting off Jigsaw Box Auras after passive timer runs out - This is an interesting one. I don't really like the passive/active system, but this seems pretty cool to me.
When a Survivor removes an RBT, regain one - Not sure how I feel about effectively infinite RBTs with no strings attached. I think you would have to reduce the starting inventory as a downside.
Silence vegitation/breathing while crouched - Noooot sure this is worth an add-on? Particularly a very rare add-on? Could be mistaken on this one.
RBT activation causes scream + 45 sec Oblivious - Ehhhh, this kinda just promotes tunneling the Trapped Survivor and runs counterproductive to the goal of RBTs (stalling), which is my problem with current add-ons like Slow-Release Toxin and Face Mask.
I'm not done with everything, will @ you when I finish.
I couldn't finish this because of a stupid forum bug, this happened to me twice.
Increase crouch speed to 100% - 100% miiiight be a bit too much? I'm down for increasing crouch speed, but maybe to, like, 96% or so. Maybe I am wrong and 100% is okay, though. Since the numbers are just placeholders, I'll say that I am fine with increasing crouch movement speed a bit.
I don't know exactly how much we should buff Amanda's crouch speed; all I know is that it needs a movement speed buff because it takes forever to set up for an Ambush.
The main reason why 100% comes in mind is because it's not faster than the survivor's running speed, so you can't chase a survivor using Ambush only. To be sure what to buff her movement speed to, we will need to test some things on the PTB.
Auto-grab occupied survivors while ambushing - I actually think it is okay to have to uncrouch to grab someone. It gives the Pig the choice of either going for the ambush or going for the grab but not both. As long as it is not better to uncrouch just to hit someone idle period, I don't think we need to do something like this.
This is where I disagree, because uncrouching allows you to do both already. You can attempt to grab someone, and if it fails, you get a hit anyways.
Why would I surprise a survivor by Ambushing them when uncrouching gives me the chance to grab someone? Ambushing isn't worth it, you always want to uncrouch when surprising a survivor, and that's the problem — uncrouching is simply better than Ambushing in every way in terms of surprising survivors.
Lion sound moved to end of charge - Thumbs up from me.
That's great, and it's the same reasoning for "Uncrouching vs Ambushing" because uncrouching is quieter than using Ambush. At least the delay in the "Lion Sound" can potentially get you a hit on a survivor with an Exhaustion Perk.
Passive/Active RBT states - Ehhhh, can't say I approve of this. Unless I am misunderstanding this, to me, this just reads like a glorified "increase the death timer by 30 seconds compared to how it is now," which I can't get behind. If you reduce the passive timer down to 30 seconds, though, then this kinda just becomes identical to how RBTs function now as far as timers. All you are really doing, from my point of view, is just rearranging when the timer is counting down and when it is idle. Could you elaborate on how your idea is not simply just "RBTs effectively have a timer of 180 seconds?" Or, I guess to put it into less of a number talk, how is this idea differentiate RBT death timers from how they currently function Then maybe I can see what I am misunderstanding.
Actually, I think you understand everything, but not considering a few key factors.
Long story short, if you don't take the RBT seriously, you're risking getting yourself killed because you will have less time to remove the RBT when it becomes active (which can be as little as 2 minutes). However, if you take the RBT seriously or you didn't get the chance to take the RBT seriously (Hooked, Downed, or in a chase), you will be rewarded with more time to search Jigsaw Boxes.
I know, I know, if the survivor takes the RBT seriously and tries to get it off ASAP, they get 3 minutes to remove the RBT. However, keep in mind that RBT are supposed to stall the survivors and are only supposed to be lethal when they don't take the RBT seriously. I think these changes work well with the theme of Amanda Young, and the core of what Jigsaw does.
The survivors have a choice to use the passive timer for whatever they want, but that comes with a consequence.
EGC timer slowed by 50% while someone has an RBT - I actually think only slowing the timer still has the potential to put the Survivor in an unwinnable situation. I think you need to pause the timer instead to make this a safe thing to do (which, mind you, I am a strong advocte of).
Recently, I did some testing with the RBT and EGC, and usually, survivors with an active RBT who didn't start on Jigsaw Boxes will almost always die to the EGC. The timer didn't slow down to give them a fair chance.
Therefore, make RBT prevent survivors from leaving through the Exit Gates, but slowing the EGC by 50% should allow more counterplay. Besides, survivors already 99% the Exit Gates, and if someone messes up, they have 4 minutes to remove the RBT and escape.
I don't like pausing the EGC because there will be situations where a survivor will get trapped at 1% left on the EGC. Then, we have a stalemate, if the trapped survivor attempts to remove the RBT, they will get sacrificed on the spot as soon as they remove the RBT, so they won't remove the RBT at all. The killer can find the survivor, but that's going to take F.O.R.E.V.E.R.
At that point, the EGC is not doing its job by ending the game.
Increase the time search for Boxes by 1/2/3/4 seconds - I think 7 extra seconds can be worrisome (granted, numbers are placeholders, as you said). Currently, the two Gear add-ons raise the search time to 17ish seconds, whereas this can raise it up to 19. Maybe this would be fine with the increased timer, but as I am not a fan of that atm, I am not sure how I feel about this. Maybe if you just stuck with 3 and 2 (resulting in 5 seconds, only EVER so slightly worse than current Bag + Crate), it would be safe.
I think this is all fair since survivors are given plenty of time to remove the RBT, and if they don't take it seriously, they will likely die to the RBT. Through, RNG is always a factor in a survivor's death, if someone doesn't take the RBT seriously with these add-ons, it's not GG. Plus, don't forget about the generator requirement to make the RBT active once the passive timer expires. If a generator isn't completed, survivors who don't take the RBT seriously will survive anyways.
Reduce passive timer by 10/15/20/25 seconds - This hinges on my understanding of the passive/active system being correct, but I don't think any of them are worth using, not even together. Raising the total time to 180 seconds makes these not do anything meaningful. I know the numbers are placeholders, but I can't judge these add-ons without the numbers.
Basically, this gives the trapped survivor less time to make use of the passive timer. Remember, the passive timer is supposed to give survivors who want to get rid of the RBT, more time to do so before the RBT pressures them. Think of the passive timer as a reward for the survivors who treat the RBT seriously.
Stacking both add-ons will give the trapped survivor a 15 second passive timer. This effectively reduces the reward for treating the RBT seriously, but shouldn't be lethal if the trapped survivor plays their cards right.
Counterclock-wise Skill Checks - I don't think these would be worth using. Doc at least screws up the skill checks in other ways to make CCW skill checks more annoying, but I think in a vacuum, just mixing in CCW skill checks with regular ones isn't going to accomplish much against good Survivors.
Well, it's an add-on, so survivors won't always expect Amanda to run it, and if it's not that good, we could add a mini Huntress Lullaby to the Jigsaw Boxes since they aren't affected by Huntress Lullaby in the first place.
RBTs inflicting status effects - I don't like them as they currently are, and they seem no different here, so I don't like them here either.
Eh, it doesn't feel impactful because we aren't the ones experiencing the effects.
Shutting off Jigsaw Box Auras after passive timer runs out - This is an interesting one. I don't really like the passive/active system, but this seems pretty cool to me.
Like I said, the passive timer rewards survivors who want to treat their RBT seriously and punish those who don't want to treat their RBT seriously.
This add-on amplifies this effect to punish survivors who don't take their RBT seriously, but if you have good memory, this add-on doesn't matter.
When a Survivor removes an RBT, regain one - Not sure how I feel about effectively infinite RBTs with no strings attached. I think you would have to reduce the starting inventory as a downside.
I would be fine with that, how many do you think we should remove?
Silence vegitation/breathing while crouched - Noooot sure this is worth an add-on? Particularly a very rare add-on? Could be mistaken on this one.
You missed the second part of this add-on:
"(Very Rare) While crouched, your breathing and the noises made by moving vegetation is silenced.
When a survivor searches a Jigsaw Box, that Jigsaw Box will display a yellow aura."
RBT activation causes scream + 45 sec Oblivious - Ehhhh, this kinda just promotes tunneling the Trapped Survivor and runs counterproductive to the goal of RBTs (stalling), which is my problem with current add-ons like Slow-Release Toxin and Face Mask.
If the survivor doesn't know if the killer is coming to them, how can they rule out that it's safe to search a Jigsaw Box?
This can cause survivors to be paranoid and waste more of their time. If they don't take risks or use context clues, it could end up getting them killed but if you decide to go after them, the timer simply stops.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/952499#Comment_952499
close your eyes! lol
🙈
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@TAG said:
Everything here be just my opinion.
Increase crouch speed to 100% - 100% miiiight be a bit too much? I'm down for increasing crouch speed, but maybe to, like, 96% or so. Maybe I am wrong and 100% is okay, though. Since the numbers are just placeholders, I'll say that I am fine with increasing crouch movement speed a bit.
Auto-grab occupied survivors while ambushing - I actually think it is okay to have to uncrouch to grab someone. It gives the Pig the choice of either going for the ambush or going for the grab but not both. As long as it is not better to uncrouch just to hit someone idle period, I don't think we need to do something like this.
Lion sound moved to end of charge - Thumbs up from me.
Passive/Active RBT states - Ehhhh, can't say I approve of this. Unless I am misunderstanding this, to me, this just reads like a glorified "increase the death timer by 30 seconds compared to how it is now," which I can't get behind. If you reduce the passive timer down to 30 seconds, though, then this kinda just becomes identical to how RBTs function now as far as timers. All you are really doing, from my point of view, is just rearranging when the timer is counting down and when it is idle. Could you elaborate on how your idea is not simply just "RBTs effectively have a timer of 180 seconds?" Or, I guess to put it into less of a number talk, how is this idea differentiate RBT death timers from how they currently function Then maybe I can see what I am misunderstanding.
EGC timer slowed by 50% while someone has an RBT - I actually think only slowing the timer still has the potential to put the Survivor in an unwinnable situation. I think you need to pause the timer instead to make this a safe thing to do (which, mind you, I am a strong advocte of).
Add-Ons
Increase the time search for Boxes by 1/2/3/4 seconds - I think 7 extra seconds can be worrisome (granted, numbers are placeholders, as you said). Currently, the two Gear add-ons raise the search time to 17ish seconds, whereas this can raise it up to 19. Maybe this would be fine with the increased timer, but as I am not a fan of that atm, I am not sure how I feel about this. Maybe if you just stuck with 3 and 2 (resulting in 5 seconds, only EVER so slightly worse than current Bag + Crate), it would be safe.
Reduce passive timer by 10/15/20/25 seconds - This hinges on my understanding of the passive/active system being correct, but I don't think any of them are worth using, not even together. Raising the total time to 180 seconds makes these not do anything meaningful. I know the numbers are placeholders, but I can't judge these add-ons without the numbers.
Counterclock-wise Skill Checks - I don't think these would be worth using. Doc at least screws up the skill checks in other ways to make CCW skill checks more annoying, but I think in a vacuum, just mixing in CCW skill checks with regular ones isn't going to accomplish much against good Survivors.
RBTs inflicting status effects - I don't like them as they currently are, and they seem no different here, so I don't like them here either.
Shutting off Jigsaw Box Auras after passive timer runs out - This is an interesting one. I don't really like the passive/active system, but this seems pretty cool to me.
When a Survivor removes an RBT, regain one - Not sure how I feel about effectively infinite RBTs with no strings attached. I think you would have to reduce the starting inventory as a downside.
Silence vegitation/breathing while crouched - Noooot sure this is worth an add-on? Particularly a very rare add-on? Could be mistaken on this one.
RBT activation causes scream + 45 sec Oblivious - Ehhhh, this kinda just promotes tunneling the Trapped Survivor and runs counterproductive to the goal of RBTs (stalling), which is my problem with current add-ons like Slow-Release Toxin and Face Mask.
I seen your comment, and will reply later to clear up any confusion. 😁🤗
Currently, I'm super tired, if I tried to explain anything right now, I'll likely make it a lot worse! 😂
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Since I main Nurse, this one is my favorite!
Perk Build:
[Perk of Choice]
Insidious
No One Escapes Death
[Perk of Choice]
How to Meme:
Blink pass the Exit Gates, then remain still to activate Insidious. Wait for the survivors to rush generators and hope they don't care about No One Escapes Death. Once a survivor opens the Exit Gates, use No One Escapes Death to one shot them and hook them. 😁🤗





