NMCKE
NMCKE
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Simple Solution: Sloppy, Thanatopobia, Dying Light, and any other slow down perks that impacts progress bars no longer stacks together.
After this is implemented, buff the numbers for all perks (Exception: Sloppy Butcher).
Dying Light could have 3%/4%/5% and the Obsession gets a 25% boost instead of whatever it's at now.
Thanatopobia gives 5% up to 12%/16%/20%, and has a secondary effect when everyone is injured.
Just spitballing some ideas, so this isn't perfect! :)
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/673747#Comment_673747
It's actually only an infinite if the window above basement stairs is open, because they can use that every 3rd or 4th loop to "reset" the loop. Running the top windows is not a true infinite as the killer will eventually catch you, but it is way longer than any normal loop in the game. However against a 110 killer like Huntress, yes this is an infinite, but she can also be infinited at some other points in the game.
Haddonfield desperately needs a rework. If it's not the map to be reworked in the next next patch then I seriously question BHVR's priorities.
You minus well call it an infinite because killers can't spend 2 minutes trying to get one hit with Bloodlust and Entity Blockers — That's just asking to get gen-rushed. :(
Through, regardless if it's near infinite of infinite, it does need a look at for sure. I use Balanced Landing a lot in the case I get a map that has an infinite with BL. :)
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@GrootDude said:
Got it twice in a row as spirit, got a 1k and a 2k, not that I care about kills, I got good points. Safe windows everywhere, it probably needs reworked next imo.
You do know if the survivor uses Balanced Landing, the perk makes Haddonfield an infinite (like an actual infinite from the beta).
Yeah, I'm like, 99.99999999999999999999999999999999999999999999999999999999999999999% sure BHVR is reworking this map next! :)
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@ShyN3ko said:
https://us.v-cdn.net/6030815/uploads/750/IWTGHWKH39SR.jpg
Yes, I play Demogorgon with "Make your choice"
But I 100% doesnt understand this logic
This is one of the reasons on why I like DBD because you can get messages like these. :)
Here's my favorite one I got from someone a long time ago:
"You minus well set a tent and make some s'mores because you camp too much."
Keep in mind, I do not go out of my way to get salt. It just happens when I do really good most of the times. :)
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/673404#Comment_673404
I can understand that.
M1 on the gen is rly unfun.
So Thana and Dying Light with good numbers could be unfun perks for the survivor.
But on the killer side, there are just 2-3 perks for slowing the game down.
PGTW,Ruin and Sloppy Butcher/Clownphobia.
I would rly like this change
have you tried a system in which the higher debuff of the same type will take priority instead of stacking?
You could buff Thana, 4%->6%.
Dying Light is difficult.
On the survivor side, its only a little debuff with a good healing buff.
On the killer side, its just punish the killer everytime.
Obsession alive?PUNISH!
Obsession dead?PUNISH!
Obsession last person?PUNISH!
My version would reward the killer:
You become obsessed with one survivor. Your obsession gains a 30% action speed bonus to healing. Each time you hook a Survivor , if the Obsession is alive, gain a token. All Survivors get a 3%/4%/5% penalty to Repair, Healing and Sabotage speed for each token. You can earn up to 6 Tokens.
The Obsession lose the increased healing speed, if the killer get 6 tokens.
But it would be too strong with Thana/Sloppy Butcher.
But with the prority change, I could use all 3 perks.
Sloppy Butcher for early game.
Thana for mid game.
Dying Light for late game.
Or maybe Thana only affect healing and Dying Light affect only repair speed.
This are just ideas, but the current Dying Light is just bad designed and
shouldnt go live.
I hope my opinion is a little help.
If the higher debuff affected the survivor instead of stacking together, then Thanatopobia, Sloppy Butcher, and Dying Light combo wouldn't be OP because they can't stack.
However, yes, if we took my idea, the developers can go crazy! :)
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/673516#Comment_673516
Since DS is so common, I tend to leave someone slugged at least 1 time each game. Always find it funny to see the perks at the end and 3-4 DSes, not 1 used. I don't CAMP my slugs, just do it to waste their time and chase someone else.
If you wanna know how long to slug for DS, use MYC because its 60 second timer starts with the DS. When MYC expires, it's safe to pick up the slugged the survivor because both timers start and end at the same time. :)
Just a little tip, and for the Deliverance DS combo, it's the same thing but it's with the broken status effect. Wait for the broken effect to disappear from the slug's health icon, then it's safe to pick them up.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/673466#Comment_673466
Some ppl apparently just see it as either cheap or toxic, like the killer is doing it to watch you die SLOWLY. It's mostly a tactical choice if you see you can immediately do more.
I had a Myers game where after hitting T3 and downing 1 guy... I saw a 2nd close by. Instead of wasting T3 time, I quickly downed the 2nd, just to see numbers 3 and 4... In the end, managed to down all 4 within the 60 seconds T3 was active, not something I could've done if I spent time hooking after each down.
I personally don't mind slugging, even when I still get hooked because they wasted time not hooking me. However, the situation you're describing was the survivors not playing to their fullest extent because they could've easily spread apart to force a hook.
Anyways, great job for pushing the survivor's mistakes! :)
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@LordGlint said:
Killers slug for a multitude of reasons, not JUST to watch you bleed out. If this is a common occurrence for you, might I suggest unbreakable.
Personally, I like getting slugged because it usually means I don't lose a hook state. :)
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@Almo said:
We are very careful with anything that results in slower generator repair. We've found that when the Killer can permanently slow gen progress by a noticable amount, it results (rightfully) in a lot of Survivor frustration. Dying Light was problematic for two reasons. It encouraged tunnelling and killing the Obsession as soon as possible, and the gen-slowing was heavy and permanent afterward. From a risk/reward perspective, it functioned well, but from a "is the fun" perspective, it did not.
Of course the idea of being a Killer is to... kill the Survivors. But effects that make it positively unfun to play Survivor aren't good for the game; same for effects that make it unfun to play Killer. Hence the alteration to Decisive Strike.
The new Dying Light loses its tokens to prevent it becoming too oppressive.
We'll watch what happens in the data over the next few weeks to see if it needs some adjustments to its values.
You probably won't see this, but Almo, have you tried a system in which the higher debuff of the same type will take priority instead of stacking?
To make what I said more clear, let's say the killer used both Coulaphobia and Sloppy Butcher.
Sloppy Butcher gives a 20% healing speed penalty towards survivors, and Coulaphobia gives a 50% healing speed penalty towards survivors within your terror radius. Now, let's assume the survivor is affected by both Sloppy Butcher and Coulaphobia simultaneously. Instead of the survivor suffering a 70% healing penalty, they will instead suffer a 50% healing penalty because 50% is greater than 20%.
This could allow you, the developers, to buff all slow down perks as they no longer stack. Only the highest debuff will take effect, and won't stack with the lower debuffs.
I really think I'm on to something here.
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My definition of tunneling: Going after the same one survivor and no one else for the entire game.
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@Hoodied said:
Yes, I made a post about 1 year ago about Mori animation changes
But I feel like if you are to kill the last survivor via mori, the animation is extended with a taunt at the end, for example
GhostFace will do the normal animation, but at the end it actually shows the selfie in the frame
I like this, it adds more flavor to the mori! :)
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Someone beat me to it, holding a button in the same place for 90 seconds is not Fun™. 😕
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/669770#Comment_669770
well if its a stupid change then its a stupid change
Then tell them why it's a bad change, the developers can't read your mind. :)
Going to leave this here: (Read the second paragraph from @Peanits)
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/670986#Comment_670986
I'd really rather not have that extra requirement just for 6% more action speed, especially since the perk won't be as useful against stealthy killers.
It could be 10%/15%/20%, this perk would punish killers for ignoring survivors on generators (you know when you work on a generator when the killer is right there). :)
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@Peanits said:
18% faster generator repair speed would be massive.
For what it's worth, though, there are people out there who are actually using it right now. I wouldn't say it's the most popular perk around, but there's a niche group of people who love it.
What about this Peanits?
Resilience:
You are motivated in dire situations. Grants 9%/12%/15% additional speed when repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening Exit Gates and searching Chests while injured, and within the killer's Terror Radius.
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@terumisan said:
I'd rather people not stack leader and prove thyself buffs for even faster gens done
Leader doesn't affect generators. :)
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Glad to see BHVR being praised by the community! :)
They honestly deserve it!
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@Horus said:
https://forum.deadbydaylight.com/en/discussion/comment/669833#Comment_669833
You dont know them personally or there skeletons in there closet
Honestly, the developers bust their butts off trying to provide us with a masterpiece.
Nothing is going to change my mind about that because BHVR is awesome. :)
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@Horus said:
https://forum.deadbydaylight.com/en/discussion/comment/669770#Comment_669770
And humans can be monsters without reason too
What humans are you talking about? Last I checked, the developers aren't one of them! :)
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BHVR won't do anything without reasoning, so the developers do try to give us a great game whether you believe it or not.
Give the developers a chance, they are also human too. :)
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@BBQnDemogorgon said:
I think he's really good. Willing to bet his dash gets nerfed before live since it takes 1 second to charge and crosses the distance of a jungle gym almost instantly.
Dang, just found my new main 😍
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@FriendlyGuy said:
I'm just curious what do you think? When i played SWF with some friends and we looked for a hatch escape with keys, it was difficult to find the hatch in most games. Even with a map, the radius of the map was too low to find the hatch. Now it's...let's not call it easy...ok let's call it easy! (i'm a bit hyped woop woop)
EDIT: I'm dumb and didn't read, that it only works if your whole team is dead. Still strong with a key tho. What do you think?
EDIT: The reworked "Left Behind" shows you the hatch in a radius of 32m, if you are the last one in the trial.
Well, the survivor handicapped themselves to be able to have a strong endgame — I think it's fair in my opinion. However, I feel like a condition should be tied to this perk to encourage team play!
Maybe it acts like premonition where it gives you an auditory sound cue when it's within a 64 meter range in a 45° cone. Has a 20/15/10 second cool-down. If the hatch is closed, you get a bonus to opening speed?
This gives to the killer time to find the hatch because the survivor doesn't get an exact location, and they have a cool-down.
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@TheGorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/667093#Comment_667093
I don't think you understand my post. I'm not arguing against your idea, I'm just saying that I don't like how they change it. I haven't even tested it, it's just another speculation and I'm not arguing against the numbers, I just think it's unreasonable before the community tries it.
Oh yeah, maybe they could've let us test it out, but you gotta to admit, @Peanits does have a point with 3-gen being overpowered with this perk!
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/667135#Comment_667135
Even though it's 3D the situations where that maters are few enough that we can treat it like it's 2D for the purposes of determining if it's good or not.
Ah, I see, but a 48 meter diameter is a lot, you could get 2-3 generators from that. I can safely say you're guaranteed to get at least 1 generator if you position when you down the survivor.
If the generators are spaced out, there's not much you can do, survivors just outplayed you by not getting themselves 3-gen'd. :)
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/667093#Comment_667093
Since for all intensive purposes most of the time it's a circle lets not use the Volume.
It covers 1809.56 Meters and used to cover 3216.99 Meters.
A circle is 2D, and a sphere is 3D.
If Surge was based on a circle, then anything above you or below you would remain unaffected.
@HP150 said:
https://forum.deadbydaylight.com/en/discussion/comment/667093#Comment_667093
...Those numbers are legitimately useless. In practice a 24 meters radius in-game is pretty small in relation to how far apart objectives or props typically are. Yes, I think we are ALL aware that radius consists of distance in all direction. We did not need the word/number salad.
I was stressing the point that 24 meters is a lot bigger than what everyone else thinks. :)
Sorry, I get too nerdy sometimes! 😂
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@TheGorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/666432#Comment_666432
Nah I do. Unreasonable nerfs are not needed without seeing it through the playerbase first. Even if someone like @Peanits demonstrates or gives an example on where it can possibly be overwhelming and in which situations, that's just assumptions. It can be end up being completely useless after all.
32 meters is a lot — 32 meters is just the radius. Imagine putting a 64 diameter sphere on the map, which has a volume of 137,000 meters around you. The formula for a sphere is (4/3)×3.14×Radius = Volume.
Now, with 24 meters, we have a sphere with a volume of 57905.84 meters around you.
I know these numbers are big, but really, Dead By Daylight doesn't have a lot of multi-story (Vertical) buildings, so most of that will go to waste. However, my point still stands, you're covering 24 meters in every direction. That's a lot.
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It's not like it matters because FF isn't supposed to down survivors. :)
Through, I think it would be nice if Surge worked whenever a survivor is downed, like they did with Infectious Fright.
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/666432#Comment_666432
Like the Pig nerf? There was no reason.
@Peanits beat me to it, darn. :(
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@Peanits said:
We did mention that they were subject to change. That stream was recorded weeks in advance while the perks were still being balanced.
Basically we'd erred on the side of caution. On a small map like Coal Tower or in a three gen scenario, it could be overwhelming. If it's too good, that's going to make it hard to actually review feedback on the new killer (is it because the killer's too good, or just because of the perk?). If it's not good enough, worst case scenario we buff it before the update goes live. This is what the PTB is for, after all.
This is why we typically don't reveal numbers until they are final.
Thank you, this is what I ever wanted: Reasoning to the things you do!
I respect your decision to change it, thanks @Peanits! :)
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Personally, I don't care what gets changed as long as we get a reason behind it. :)
The developers don't act randomly, they do things with reason, and I think it would be nice if the community gets to hear their thought process. That's all.
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@Aven_Fallen said:
They said in the Devstream that everything is Subject to change. So...
The problem is we didn't get an explanation, AND, AND, we didn't get to test it out for ourselves.
I think the community would be more understanding if we got an explanation from the developers on why they changed it. This includes everything, it isn't just a killer specific thing. :)
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@ad19970 said:
It’s been discussed time and time again on these forums. Maybe the most discussed topic. But there’s a reason for that. And I am surprised there are still so many people that think it’s fine the way it is.
Let’s get this clear though. Camping is not a balance issue. In fact, it’s not very effective against high ranks, since they know how to counter camping. Yes I get that argument. No point in bringing it up. But that’s not the point. The point is, it’s simply a serious flaw in the game’s design. And I just don’t get why anyone wouldn’t want the game to become better designed, even if it only benefits one side. Nerfing camping would only nerf an awful strategy, it wouldn’t nerf skilled killers in any way. So it really shouldn’t be a problem.
Obviously, camping can’t be removed. It’s part of the core design of the game since it involves having to hook a survivor and have them bleed out until they die.
But it should be made way more ineffective than it is right now. It’s the best the devs could do. Simple as that. It is without a doubt for me one of the biggest sources of frustration for survivor players, and I think we can’t ignore it anymore, seeing how within at least the last half a year killer queue times have generally been longer than survivor queue times. Which probably means there are too many killers and not enough survivors.
What really worries me is that now, with the huge wave of new players that will probably try this game thanks to Stranger Things, many of the new survivor players might just end up quitting the game after a few days because of being camped to often. And you can’t blame them, being forced by the killer to not be able to play the game is just awful, and I wouldn’t want to play a game that has this happening often.
Now it can’t be removed, but it can be made way less effective than it is now. At lower ranks, it’s probably really good most of the time, because low rank survivors don’t know how to counter it, and we simply can’t ignore the low rank players. It’s less effective at high ranks, but slap on Hex: Ruin and NOED and you still got a chance to 4k, despite the low skill it requires to pull that off.
So, the devs can do something about it, or just ignore it. But at this point it feels like ignoring camping is also ignoring the longer killer queue times. And at least I don't want to ignore this. I am a killer main, and I don't want killer queue times to increase.
I know the argument is that they tried punishments for camping, and it didn’t work. But give me a break, I really doubt they tried everything possible to nerf camping. Bleedout speed should be decreased by 60% or so after the survivor has been hooked for 20 seconds if the killer is still within a 28 meter radius of the hooked survivor and on the same floor. At the very least have the killer’s aura shown to survivors when staying near the hook for a certain amount of time, but I’m pretty sure that wouldn’t be enough. If a survivor is within that radius, or even an increased radius of 32 meters, the penalty disappears, same goes for when the killer is in a chase or the exit gates are powered. So it can’t be abused like the camping punishment that was tried on the ptb already. Unless I’m missing something, then feel free to tell me how survivors could abuse it.
A different way to nerf camping is to give survivors a counter to it. Make sabotaging hooks reduce the Bleed out Speed of survivors that get hooked on those hooks by 50%. This way sabotaging hooks might be viable, and not just make killers slug instead of hooking survivors. The only thing I fear with this idea is that it won’t be used by inexperienced survivors enough to help them against camping killers.
People say killers should just be rewarded for not camping, and I don’t mind that. I’ve seen the suggestion that survivors that are unhooked suffer a generator repair speed penalty of 10 or 15 % for like 60 seconds, which I think is a great idea. But keeping camping as effective as it is now will still lead to many relying on camping, no matter how much you reward them for not camping. Why stop camping if it still can work as well as it does now? It would still need to be nerfed.
I prefer rewarding the killer to be honest! Maybe while the survivor is hooked, the killer gets a bonus to generator regression? :)
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/665237#Comment_665237
So then why do you need a wider FOV if there is no difference when someone hides behind something?
If they are in LOS it will make a difference, so asking for a higher FOV is asking for it to be easier to find survivors. That's literally what this thread is. "I can't find survivors fast enough so please make it easier for me to see."
"So then why do you need a wider FOV if there is no difference when someone hides behind something?"
That's the point, why not when it doesn't matter? :)
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I like it when forum users roast each other in a good way. :)
For example, everyone was talking about how Q&Q, Head On, DS, and Inner Strength would be meta. However, someone made a meme about Iron Maiden *Coff Coff* @Peanits. This had me laughing all day! :)
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@FishFry247 said:
I'm fine with the hatch hunt and all 4 survivors escaping if all gens are done, But I'm tired of 2-3 man escapes when there is a gen to do. Make it where the hatch close's instantly when there are more than 1 survivors. I've seen this more and more lately people just get a free ez escape and then they become toxic at end game chat, its so easy to get as well you need plunders and you got like a 40% chance to snag a key.
Personally, I think keys are fine because it's more of how the hatch spawns. In no circumstance should the hatch spawn when there are generators remaining, period, unless there's only one survivor remaining. :)
If all generators are completed, I don't think killers would mind if survivors escape through the hatch because they did 5/6 of their objective.
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@NoShinyPony said:
@thesuicidefox @NMCKE Guys, sabo is fine. No need to meddle with something that works.
"No need to meddle with something that works"
I can't recall the last time a hook was sabotaged, and even then, you can just go to the next hook if you get your hook sabotaged. I think the killer has 16 seconds to hook a survivor, which is 58.88 meters you can travel (assuming you walk in a straight line).
If you can't hook anyone, slug, someone has to pick them up eventually. They have Unbreakable or No Mither? Ignore them, they are probably wasting time sabotaging more hooks instead of working on generators.
My point? Sabotage has so many counters.
Sabotage is better, I'll admit that, but it's still not good. Let's assume the number 5 is when Sabotage is in the sweet spot, and 0 was where it use to be. The previous sabotage buff probably increased sabotage by roughly 1.5 in my opinion. We still have 3.5 to go before sabotage is in a good spot. :)
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/664682#Comment_664682
Okay, yes. I can see groups, especially SWF, sabotaging the entire map at the beginning of the match and then they would be unkillable (except for bleed-out). Like back in 2016.
And you think this is a good idea?
I mean, it depends, my idea isn't like final, but it would make sabotage fun for both sides. :)
Survivors get a second chance at the cost of a hook state, and killers get their hook.
Perhaps, when a survivor is on sacrifice hook and they are hooked on a sabotaged hook for the second time, they are instantly sacrificed?
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/664346#Comment_664346
"You forgot one thing tho, tunneling is inefficient because 3 survivors are left uncontested on generators." Erm...yes...tunneling is very efficient because the greatest pressure you can put on survivors is reducing their number. That's why a lot of killers tunnel.
Also, assuming every hook is sabotaged is a bit wild.
This is actually possible because with my idea, hooks aren't destroyed — they are just worn out instead. Hooks only break when the killer uses a worn out hook, so survivors can have areas where they are safe from being sacrificed.
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@WickedMilk03 said:
While in a locker, you would no longer be blinded and instead all auras (killer and survivor) will be shown to you. After a quick exit of the locker, you will gain haste for 15/20/25 seconds.
The idea is that you would either:
- Use it to see where everyone is and have a small 7% speed boost to get where you need to be
- Combo well with Inner strength, quick and quiet, head on
Is it a yae or nae? DISCUSS MY CHILDREN
We need more locker perks I think...
Remove the kille aura, and this perk will be great for finding survivors! :)
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@Seltas0208 said:
I don't think deaths revenge should be a hex perk. It should just be a perk that effects all totems on the map.
So then it is defence but then it isn't just a worse (imo) haunted grounds
The reason why I made this a Hex Perk is because it's adds a Hex Totem for the survivor to cleanse and get hit by Death's Revenge. :)
If you was just running Death's Revenge and it wasn't a Hex, you would be wasting a perk slot.
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@NoShinyPony said:
@NMCKE As a killer, I could intentionally hook the survivor on the sabotaged hook, the survivor loses a hook phase, then after the stun has worn off, I chase after the survivor to put him on the next hook.
I think this would encourage tunneling.
You forgot one thing tho, tunneling is inefficient because 3 survivors are left uncontested on generators. Imagine everytime I was hooked, it was a sabotaged hook — that would be 4 chases plus I don't die when it's my sacrifice hook.
Therefore, until the killer finds a regular hook, I'm invincible because sabotaged hooks can't sacrifice survivors.
It's a trade off, killers get their hook, but survivors get to escape. This could be great for last second escapes, and could prevent survivors that would've died on the hook more chances.
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@NoShinyPony said:
As you said, this would create absolute safe zones. The killer would not be able to get survivors to a hook which means he would have to rely on slugging. (Good luck doing that, the survivors have to play bad for that to be a successful strategy when everyone is still alive.)
And forcing the killer to run perks to counter bad game design? No way.
We had exactly this situation a long time ago and it led to immense frustration. And no, it doesn't matter if the safe zone stretches over half the map or just a corner. Permanent safe zones are bad game design. That's why hooks respawn after 3 minutes, that's why there's a hook now at the top of Thompson House.
It's bad enough that we already have kind of safe zones (badly designed looping spots where the killer has to abandon the chase in order to not throw the entire match).
Personally, Sabotaged Hooks should appear worn out to warn the killer of the following:
- Survivors hooked on Sabotaged hooks will instead cause the hook to break (this frees the survivor) and stun the killer for 5 seconds. The survivor still loses a hook phase, and if they were on sacrifice hook, that survivor will be broken for the remainder of the Trial.
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@MongByeolBuddies said:
When the killer attempts to Mori you, succeed a Skill Check to upkick the killer and stun them for 5 seconds, and recover from the dying state.
Receive 30/40/50 percent more bloodpoints for surviving the trial.
What do you think?
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The vanilla Mom was OP, and the reworked MoM is not good.
My idea is to turn MoM into a Mori defense perk. It also fits the theme of Mettle of Man and is something Ash would be capable of doing. The added bloodpoints is to make the perk not a wasted perk slot when killers don't bring a Mori.
Seems fair to me because it's a dead perk slot if the killer doesn't bring a mori. :)
Through, my only grip is... well... animations and the developers can only waste so much time on something before they actually waste time.
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Probably because majority rules, and most of the world's population is right handed.
However, it would be cool to see a killer use both hands! :)
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@GuardianoftheCrystal said:
Blood hunts are so yesterday, we need Auric Cell hunts bro. I'd not mind having an Auric Cell Hunt even if its just 1-2 hunts per year. Give us 5-10 auric cells per match or something like that during these hunts so we can collect and hoard them! We're not all rich here an can afford full sets of cosmetics, I"m sure the Devs could pull this off if they did it right.
Short Answer: No
Long Answer: No, I paided money to get DLCs and to see BHVR give them out for free will infuriate everyone who spent money on Auric Cells. :(
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Rules Set No.2 for Amanda
Award Winning Chili for Bubba
Plaid Fannel for Sally
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@thesuicidefox said:
I can imagine going out to a bar one night, getting completely hammered and going home with some chick. Wake up next morning and it's Nea.
Now THAT is terrifying.
It would be terrifying! 😂
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@Darkskies said:
I thought going for a full obsession build was a must here to get maxuim effect dieing light and rancor coming in for the extra memes here lucky bull excepted me other wise he would of been dead 🐷 so much fun 💕
https://forum.deadbydaylight.com/en/discussion/comment/661882#Comment_661882
I try making friends with the Obsession, then if anyone gets too close to the Obsession, they get Mori'd. :)
I play Nurse with Omegablink add-ons
- BBQ
- Dying Light
- Bitter Murder
- I'm All Ears
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It should slow down the hook timer by 40%/45%/50% whenever a survivor is within a 16 meter range to you in my opinion.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/660685#Comment_660685
Oh, right. You’re wrong because you main Spirit, new players should level Quentin.
Ezpz spirit mainnnnnnnnnnnn duuuddd.
I just cringed. :(

