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NMCKE

NMCKE

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NMCKE
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  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/487339#Comment_487339

    Those addon changes still might not be enough. Maybe make them reverse the skill check direction as well as the smaller size.

    "I think the kill statistics come from lower ranked survivors because they don't know about how the trap works. They end up killing themselves from the exit gates or from not getting it off fast enough."

    Well that is true, but not exactly what I'm referring to.

    Even when they show statistics specifically at rank 1 only it is flawed as well. It's including DC's towards there kills. It's including NOED kills towards the count (I mention this because NOED isn't any determination of how balanced the killers are which is what we're using this for, it's just a cheese end game perk that steals you some end game kills because the survivors were lazy). It is also including kills after the gates are open ( I mention this because there is a vast amount of kills that come from survivors just trolling around after the gates are open that end up dying or they bum rush because they want to just save that 1 guy that's hooked).

    So you see some of these things we shouldn't be including are specifically because they aren't a means of showing balance.

    If 3 survivors are at the open gate with 1 hooked in the basement being camped and they all end up dying because they bumrushed too try and save that guy, does that mean that killer is OP because he 4 killed the entire team? No, he was balanced enough to only kill 1 which would mean he's weak. The other 3 was just them being stupid. You see what I mean?

    Now keep in mind this logic is only sound if you are assuming at least rank 1 so you limit the amount of "they were just stupid" from the equation so that most of the results are from both sides playing at their most potential.

    It's important to separate kills from BALANCE and kills from STUPIDITY(or non skilled factors) because we are using this data for a BALANCE determination.

    @Blueberry

    Wait, how would the know if a sacrifice shouldn't be counted because of your reasons above? Like, how would the game detect that?

  • @Ihatelife said:

    I like these changes. Does the rule set NO 2 still pause when survivor is on hook/dying state?

    @Ihatelife

    Yes, they still have to pause if the survivor is in a chase, is hooked, or is dying. The add-on just activates the trap without the requirement of a generator.

    @Blueberry said:

    I like it all.

    I'd also remove the penalty of less traps from Amanda's Letter as well though.

    She needs her addons affecting the boxes reworked as well like Interlocking Razor and Razor Wires. They are worthless.

    Her Face Mask that gives Blindness with a trap also needs to affect her boxes.

    As a final note, while I do like all these changes, to me they aren't the biggest thing that's keeping her from rank 1 viability, it's her ambush and crouch. Not saying we shouldn't do them though as I do think she needs them. She needs the roar from her ambush put at the end instead of the beginning. Her crouch view point also needs to be raised.

    If she received all these things I think she would be rank 1 viable. The devs are hesitant to buff her because they already think her kill statistics look good but those those statistics are heavily flawed but a multitude of factors that they don't account for to the point of them being near meaningless in terms of determining balance.

    @Blueberry

    Sorry for the wall of text... 🤧

    I'd also remove the penalty of less traps from Amanda's Letter as well though.

    Oh yeah, Amanda's Letter doesn't have that penalty anymore! If it didn't, I would had specifically said so.

    She needs her addons affecting the boxes reworked as well like Interlocking Razor and Razor Wires. They are worthless.

    Instead of increasing the skill check trigger chance, they should decrease the skill checks' success zone. However, not by much since they can be stacked and cause Jigsaw boxes to become near impossible to search, that's without Unnerving Presence.


    Workshop Grease:
    64px-FulliconAddon_workshopGrease.png

    Slightly (-10%) decreases the success zones for Jigsaw searches.

    Stacks


    Razor Wires:
    64px-FulliconAddon_razorWires.png

    Moderately (-20%) decreases the success zones for Jigsaw searches.

    Stacks


    Interlocking Razor:
    64px-FulliconAddon_interlockingRazor.png

    Survivors searching Jigsaw boxes are moderately (+75%) more audible than normal.

    She needs the roar from her ambush put at the end instead of the beginning. Her crouch view point also needs to be raised.

    Agreed, I'll update OP.

    The devs are hesitant to buff her because they already think her kill statistics look good but those those statistics are heavily flawed but a multitude of factors that they don't account for to the point of them being near meaningless in terms of determining balance.

    Yeah, you're right.

    I think the kill statistics come from lower ranked survivors because they don't know about how the trap works. They end up killing themselves from the exit gates or from not getting it off fast enough.

  • How would this work? Thoughts?

    Screenshot_20190521-124034_Chrome.jpg


  • As the title states i know me as well as many others want old remember me back a lot of skeptics are gonna say but but but its op and not fair in end game okay simple solution is bring old remember me back but make it no longer apply once the end game collapse has started good example once the end game collapse triggers remember mes effects are gone boom i just balanced the perk by doing this you take away the core issue you guys had which was the last survivors chance while also making the perk no longer a toilet bowl of a perk.

    What if Remember Me converted the extra gate time into subtracting the time from the EGC? Of course, this will only apply to the last survivor during the EGC.


    Example:

    6 stacks = 30 seconds. Therefore, the last survivor will have 1 minute and 30 seconds to escape.

  • @Poweas said:

    @NMCKE I agree, Nurse is more rewarding. Although, Spirit feels far more rewarding imo. It's weird, but I feel more rewarded for being good with her. Obviously, it's not the case, and Nurse is more rewarded for her skill, but Spirit feels like she is more. But I agree.

    If you want Spirit to be more rewarding for skilled players, she will need to get 100% of her power back upon hitting a survivor after exiting Yamoaka Haunting (I hope I spelled it right). The window to refresh your power would be around 1 secondish after leaving Yamoaka Haunting. However, to compensate if you fail, her power will take 20 seconds to recharge (PTB time). That's what you will need to make Spirit as rewarding as Nurse since Nurse doesn't have a Blink cool down, just fagutie.

  • @Pennosuke said:

    If the first seached jigsaw box will not contain a key,that's mean you gonna change the RTB mechanic into the luck-base system?

    Becuase from the "MID CHAPTER (2.7.0) - Q&A" live,dev already confirmed that removing RTB is not on the luck-base mechanic.

    Each RBT already have its key to unlock them and each key has been already put into the jigsaw box randomly before the game start.When survivor searching the jigsaw box,the game system will just only check that "Is the key in the box match with the survivor's RTB?".

    It's still luck based if one of the four boxes have a 100% chance to remove the RBT.


    0%+0%+0%+100% = 100%


    100% ÷ 4 = 25%


    You have a 25% chance to pick the correct box on your first try.


    This will not change with my suggestion since it will still be a 25% chance since the first box is always a decoy. Meaning if you guess correctly the first time, you'll have to guess correctly again.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/487070#Comment_487070

    Maybe add a little caveat as well then that if the obsession is hooked all haste is lost for both of them?

    Hm, what if you lost haste from PWYF over time? It's okay, if you don't like the idea, but I don't like the hook idea either because then PWYF will be STBFL where you have to ignore the Obsession.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/487050#Comment_487050

    Well that's counter play from the obsession but nothing in the control of the other survivors. They are left helpless to hope their obsession teammate isn't stupid. We'd have to see though in the PTB, the numbers might be just fine. This is one of the few perks I just wasn't sure what to do with.

    I'd like to post my one for survivors but I don't feel this one reached the devs so it feels like it might just be a waste of time.

    I mean yeah sure, but if the Obsession is experienced, they could use the perk against the killer. For example, if the Obsession gets hit and the killer leaves, the Obsession can repair a generator without interference. If the killer chases the Obsession, then the other survivors aren't being threatened by the increased movement as well.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/486967#Comment_486967

    So in a roundabout way similar to what I was mentioning? Except the obsession is also sharing in this haste affect and your percentage is much higher. Only thing that worries me here though is that the haste % might be a tad high and lasting too long. I only say that because it doesn't have much counter play for the survivors. At the 12% and even 8% you would be zooming lol. I usually think it's healthier when the counter play is changing your playstyle or using different perks from the survivor. This doesn't really have any of those. Any ideas for some small counter play you could add to it? Nothing big. Or maybe even just lower the %.

    That said, I wouldn't completely count it out yet. It would be worthy of a PTB test. The average killer perk power level across the board is below par so even though this seems higher the average bar does need to be higher so it's worth a check out.

    I honestly think this is fine where it's at because there is already counter play. The Obsession just needs to keep themselves hidden and if not, just don't get hit so the killer doesn't get their PWYF. Furthermore, the speed difference on the Obsession remains the same, while other survivors have a larger speed difference. So after you attack the Obsession, it's a good idea to just ignore them since you will get more value from chasing non Obsessions.


    Edit: However, I wouldn't mind if the Obsession had blue perk icon showing them that they are affected by PWYF. This will let them know to hide and avoid the killer.

  • Here's my PWYF suggestion: Thoughts?

    Screenshot_20190521-124034_Chrome.jpg


  • I just don't like how NOED works, it's unhealthy for the game in my opinion. In fact, the reason why survivors die to it is because they are too lazy to cleanse totems. As a killer main, I don't think NOED should be strong because survivors were too lazy, it should be strong because you used the perk skillfully. However, I don't know how to turn NOED into a skillful perk...

    in NERF NOED Comment by NMCKE
  • @Orion said:

    Do you wanna get slugged? Because that's how you get slugged.

    @Orion

    I'll take slugging any day. It's better than losing a hook state imo.

  • Nurse is my baby, so I'll try to give an unbiased opinion. Here we go:


    If I had to be as unbiased as possible, I'll say Spirit requires more skill than Nurse, BUT Nurse is more rewarding than Spirit in my honest opinion. However, that doesn't mean Spirit isn't rewarding, it means Nurse is just better than Spirit when mastered.


    The reason why I think Spirit is more difficult than Nurse is because of her mechanics. New Spirit players won't know about the woosh sound and the mind games that come with using her power. Nurse is pretty simple to understand, you just charge the blink to traverse through the map. That's it besides other tech such as looking down to reduce your blink distance.


    TL;DR

    Yes, Spirit takes more skill.

  • Do you have any suggestions for PWYF? I have an idea but I wanna hear your suggestion first! :)

  • It is too OP let's nerf it

    I thought old Déjà vu was better tbh.

  • I don't care how weak killers are, as long as they scare me from playing survivor! :)


    By the way, my Nurse is way more scary then Spirit at the moment:)

  • Devotion should increase your BP cap tbh.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/484789#Comment_484789

    Then tell me how you gonna make the game last more in order the killer can play the game without the need of ruin. And yes it's may not be fun for the survivors to sit on the gen but is not fun for the killer ether to have the game last 5-6 minutes and have little to non-power to done anything.

    It's called a secondary objective. Also, don't get me wrong, I'm all for longer games, but there's a right way to go about it (See above). However, with that said, I'm NOT opposed to your second idea as long as regular kicks don't cause no more than 10% instant regression. Anymore would be too overwhelming for the survivors imho.

  • @Mochan said:

    I disagree with all these changes.

    Especially aftercare. The point of Aftercare is you give "after" care to someone who you have unhooked. Starting with the aura is ridiculous and goes against the concept of the perk.

    @Mochan

    Yes, you are correct, the concept of Aftercare is to take care of someone after aiding them. However, as opposed to what you said, the perk STILL maintains its concept because of this: (Read the bold)

    "Taking damage from the killer will break a random link with a survivor, but healing or unhooking a survivor will link you to that survivor."


    For reference: The pronoun "That" in the quote above means "The survivor you aided". Therefore, you still have to restore your lost links by helping other survivors (unless you never been attacked by the killer). Since you can now see the survivor you recently aided, and if at anytime that survivor gets injured, you can now go straight to the survivor and help them once again.

  • @TheRoyalOwl said:

    Isnt the nerf for aftercare make it useless?

    @TheRoyalOwl

    Nope, because you have infinite Bond at the beginning of the trial, but without the aura reading back. Furthermore, you can fix broken links, so overall, the buff outweighs the nerf.

  • @darktrix said:

    I can smell the DCs increasing already.

    Nice pun! :)


    Survivors just need to suffer a repair penalty, but I don't know what % number it should be tho.

  • For every survivor alive the generator regresion should go like this id 4 survivors alive the 2 c/s this will make a 99% gen go back to zero in 40 sec.

    Technically, you are adding more time to generators because you're removing charges, which means survivors have replace them. Imagine I had 70 charges on a generator then the killer comes along and kicks it. After getting unhooked, I'll come back to a dead generator and now I have to replace the 70 charges I lost and another 10 charges to complete the generator. That alone is 150 charges to complete one generator (or to put it simply, 150 seconds). The reason why the current regression isn't a problem is because it's not removing charges fast enough to cause problems. However, I wouldn't be opposed to your second idea as long as it's only a solid 5% instant regression per kick because anymore, we would be getting a free baseline Pop Goes The Weasel and the perk would cause massive regression since it stacks with your base kicks.

  • @Gay Myers (Luzi) said:

    zubSAAAAAAAAAAAAAAAAD You guys are too nice to us. I'm gonna cry. Oh nvm, the ninjas are alreayd cutting the onions in my room.

    My soulless heart can only take so much kindness! Thanks so much for this.

    https://us.v-cdn.net/6030815/uploads/170/3QHJQWLECC7L.png

    @Gay Myers (Luzi)

    I'm sorry, that puppy is so cute! I downloaded it 😉


    I know you moderators are limited to forums, but in a way, you helped me improve outside of the forums. Whenever I make a mistake in life, I remember what you said Luzi about learning from my mistakes. :)

  • For @MandyTalk:

    Screenshot_20190519-133610_Chrome.jpg
    Spoiler Spoiler Warning ▲▼

    Alright, this is from my heart:


    Thank you for believing in me when it looked I would never improve my ways! If you was just the typical moderator, I would have never changed for the better and I would've been banned a long time ago! Your love and dedication towards me inspired me to never give up on something or someone, because you didn't on me; you had faith in me! Thank you for being a phenomenal moderator! 🙂


    For @Gay Myers (Luzi):

    Screenshot_20190519-133749_Chrome.jpg
    Spoiler Spoiler Warning ▲▼

    Through we never liked each other during the beginning, we was still able bring things back together! As of today, I'm really happy to fix our friendship and talk on a regular basis! You helped me understand that getting punished wasn't about about punishment itself, but more of learning from it! I'm happy to see you as a moderator because you set a high standard of how one should act! morfHappy (Hopefully I did that right).

  • @friendlykillermain said:

    @Radiant said:
    Plz remove weapon from killer

    killer rule #254 killer must leave map after hooking survivor

    This made my day! :)

  • @Poweas

    Back when I created that discussion, I was terrible. However, the mods had faith in me, especially @MandyTalk and @Gay Myers (Luzi).


    Mandy gave me my third warning (1 month ban) but she didn't actually ban me, she just told me that I'm about to get banned. I'm so thankful that she didn't tho, because I changed my behavior right after that. :)

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/483534#Comment_483534

    @NMCKE wow, you were lowkey toxic. No offense. But, we all change eventually.

    @Poweas

    I know... I regret everything that I did in that discussion. If I could reverse time and stop myself from doing that, I would do everything in my power to stop my past self.

  • @Poweas said:

    @NMCKE then Luzi warned me about my situation and helped me out, and I changed my ways completely.

    @Poweas

    Trust me, I was way worse in my early days. I didn't even want to open this discussion because I couldn't stand to see how awful I was back then. Don't judge me too harshly, I'm a different person now, I promise!


    Well, open fire at me: I regret doing this a lot, it's been on my conscious for a awhile now. I asked @Gay Myers (Luzi) to delete this discussion because I hate seeing it on my history. 😭

    Developers, does reporting people in the actual game do anything in console?
  • Legion has counter play, just keep your distance by moving away from the terror radius after the first survivor is inflicted with deep wounds. While I'm not a Legion main, I like the idea of a infected status effect:


    After mending, your wounds will start to get infected over time. You'll receive your first tier of the infected status effect after mending and it will take 60 seconds to reach the next tier. Tier 3 is the highest tier of infection, which will take 120 seconds to reach if starting at tier 1. If you're within the killer's terror radius, it will instead take you 240 seconds to reach tier 3 of infection.


    Tier 1:

    • Nothing happens, treat this as a warning.

    Tier 2:

    • Suffer a 25% decrease in all actions, but healing.
    • You're 50% more audible while injured.

    Tier 3:

    • You can only heal, run, walk, and crouch (That's it). You're now too weak to do ANYTHING (Yes, this includes using pallets and vaults).
    • You're 100% more audible while injured.
    • Getting hooked resets you back to tier 2 infection.

    About the add-ons, I don't know because I don't main Legion, but they sound good to me tho.

  • @GrootDude said:

    @NMCKE she is great without add-ons, glad we agree about add-ons. :)

    My point is she can be juked at base but with range or extra blinks that opportunity is pretty much removed.

    @TreemanXD

    I been a Nurse main for a while, she's very strong with specific add-ons. Nurse is about mind games and predicting the survivor's movements. Extra blinks gives the Nurse more chances to correct herself from incorrect predictions, this is similar to pre-nerf Legion where he can miss multiple stabs yet still inevitably get you (we all know how fun it is to still get punished for outplaying your opponent). Range increases Nurse's lethality range while drastically increasing her ability to apply pressure, this is two for the price of one add-on.

  • @TreemanXD

    I have to agree, Nurse is great without add-ons, but with them... Oh boy, we're talking a 4k with 5 generators.


    The only problem I have with her add-ons are:

    • Extra Blinks
    • Increased Blink Range (I'm looking at specifically omegablink)

    Her fagutie, accuracy, charge speed, and blink speed add-ons are good where they are imho.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/483291#Comment_483291

    @NMCKE, honestly, you should have a crown. I've never met anyone on this forums (No offense guys) as unbiased, well spoken and nice as you. I think that we should have some sort of reward system for different accomplishes.

    @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/483354#Comment_483354

    @TreemanXD well @NMCKE is UNBIASED.

    But the least biased, (sometimes shows a slight bit of bias) is undoubtedly @Orion. Most the time, Orion is never biased.

    @Poweas

    Aww, thank you but I really don't deserve it to be honest. I usually don't like admitting to my mistakes, but I use to be really rude tbh.

  • @PhantomMask20763 Hmm, I feel like crowns should be exclusive for huge accomplishments. For example, @Orion is well behaved and sets a huge example for the community. Sure he's not perfect, but he sure does try to be perfect; in other words, he has perseverance.


    However, that's just me, if the mods are cool with giving crown, then he deserves it! 🙂

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/482374#Comment_482374

    Woah that was a huge buff. People would definitely use that, but now you just made an even better NOED. There'd be no reason to run NOED when this is just better and without a counter on totems other than waiting it out. Survivors that have their aura revealed while within the gate area will be become afflicted with the Exposed status for 30 seconds.

    Sounds great! This should add some spice to Blood Warden!

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/482272#Comment_482272

    I'll take whatever it can get. I don't think it would be enough of a buff to get any more people to use it though and that;s already an extremely low number. That scenario would be a GG for the remaining survivors but you'd see that happen once every maybe 20 games you run it, highly situational that actually happens.

    I'll add some spice to Blood Warden, but without increasing the blocking timer.


    Blood Warden:

    Death awaits for fleeing survivors. Upon hooking a survivor when at least one of the exit gates are open:

    • The Entity will block both exit gates until 40/50/60 seconds have elapsed within the collapse timer. Survivors cannot escape through the exit gates while they are blocked.
    • Survivors will reveal their auras to the killer while suffering from the exposed status effect until the Entity stops blocking the exit gates.


    Alright, this perk should be pretty solid with these changes. The reason why I added free exposed and aura reading is to encourage the killer to not camp. Furthermore, the perk can serve two purposes: Sacrifice greedy survivors with the EGC or sacrifice greedy survivors with your immense strength.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/482080#Comment_482080

    Well technically isn't that the exact same thing? The perk can't even activate until the gates have been opened and the EGC has started, so its current 60 second timer and "until 40/50/60 seconds have elapsed within the collapse timer" are "almost" the same thing. The only difference being that its time would negate the slow down from a hooked or downed survivor.

    That still wouldn't really prevent them from just hiding and that still leaves a lot of time on the EGC for it not to really matter much.

    You're right, regardless of the collapse timer being slown down or going at normal speed, Blood Warden will not deactivate until the collapse timer has 60 seconds less than than what it previously had when it activated . Therefore, once you hook someone while the collapse timer has less than 60 seconds, that's GG for any survivor remaining. This is what I want because currently, the Entity blocks both gates for 40/50/60 seconds and those 40/50/60 seconds might not even worth 40/50/60 seconds on the collapse timer. That's my only gripe because Blood Warden is supposed to be dangerous if you're greedy.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/481550#Comment_481550

    That is my one worry for this iteration of the perk.

    How about if you hook someone before the gates are opened you can get the 60 second block on them and if you hook another person after the gates are open it blocks the exit like normal for 60 seconds.

    So essentially the same perk we have now, but it can ALSO proc on the gate switches prior to them being opened as well. There would be no refreshing effect, just the possibility of once each.

    120 seconds may sound like a lot, but keep in mind how situational it is. If you don't hook someone specifically in those time frames you may get absolutely nothing out of the perk and you were down a slot all game. You may also ONLY get a hook before or after the gates are open so you only get 60 seconds worth.

    If a survivor sees a blocked exit gate switch, then they will just leave right after they open the gates because they know the that the killer has Blood Warden. This effectively brings us back to 60 seconds while having the same problems in my previous comments.


    Honestly, Blood Warden is really strong when it works out (as seen on the video). I know that looks like a very rare scenario, but keep in mind that survivors don't know that you have the perk until it activates.


    How about this? This adds more consistency to the perk, which is the only I think is missing from it! :)


    Blood Warden:

    Death awaits for fleeing survivors. When at least one of the exit gates are opened, upon hooking a survivor, the Entity will block both exit gates until 40/50/60 seconds have elapsed within the collapse timer. Survivors cannot escape through the exit gates while they are blocked and they will have their auras revealed to the killer whenever they are within the exit gate area.


    Take Note: I said "block both exit gates until 40/50/60 seconds have elapsed within the collapse timer"

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/480685#Comment_480685

    You missed this part of the new perk.

    "Now that we have the EGC this should block the exit gate switches instead of the gate itself."

    So the EGC kill would never actually happen.

    Also, that situation in the video is HIGHLY situational and is VERY rarely happening. The majority of the matches the perk won't even end up activating or it will simply be waited out while they just hide with its current iteration.

    Ah, I see what you are saying now, but to play devil's advocate, What's going to stop survivors from waiting out the timer? Wouldn't this cause more camping because the only useful thing survivors can do during BW is try to save their teammates?

  • @GrootDude said:

    @NMCKE [Bad Word] I gotta main Freddy now.

    @TreemanXD

    Now I'm going to go for a 4K with the EGC!

  • Stop exaggerating the nerf, you'll be fine.

  • @Chaotic_Riddle said:

    Scratched Mirror + Monitor and Abuse + Lery’s

    That is actually the true definition of ‘scary’ in Dead By Daylight

    @Chaotic_Riddle

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com

    Are you sure about that? I think this is more scary than your combo and I can use it every game because it's a perk.

  • Blood Warden:

    When an exit gate is opened, upon hooking a survivor, this perk calls upon the Entity to block the exit gates for 40/50/60 seconds. Hooking survivors while Blood Warden is activate will cause the Entity to block the exit gates for an additional 30 seconds.


    Hopefully you're right about this Blueberry because I just got a game and this happened...

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com
  • Just got the Evil Incarnate trophy. Got me thinking.

    Honestly, we should have custom kills imo.

  • @Orion said:

    @Peanits @not_Queen @Patricia I know you guys have a lot on your hands, but this is an important issue I'd appreciate you bringing up with whoever's gonna make this change so they don't forget.

    @Orion

    I wouldn't mind this change, it's only fair imo.

  • @Orion said:

    It's 2/1,75. What you're calculating is a 75% time reduction instead of a 75% recovery speed increase.

    @Orion

    Is correct, 75% faster recovery will equal 1,14.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/480035#Comment_480035

    Hex: Lullaby

    This seems fair, but with this change would we get tokens from letting people make free saves or would the tokens still be on hooks?

    Blood Warden

    I only say 30 because at 15 I don't think it would be good enough that anyone would actually run it. I know I wouldn't.

    We can test the 30 on PTB tho.

    Hex: The Third Seal

    Woah, disable ALL of the survivor perks while it's up? That might be too strong lol

    If we added the hiding of duration on items to everything else that might just be enough, I like that.

    Mad Grit

    The problem is if we made that change were basically just running Iron Grasp in a sense. They start to be overlapping in doing almost the same thing.

    Corrupt Intervention

    Now THIS I like. I'll update my original post.

    Remember Me

    Well my original change was 8 seconds per obsession hit with a max of 32 seconds added. That may seem like a lot added, but remember it has a high requirement of getting lots of hits on the obsession which might not even happen and it's a completely dead perk all game. So you're running a 3 perk game to get a boost at end game.

    NOED 

    That's understandable. More of an issue for how it will affect low ranks.

    Unrelenting 

    I like that. Would it still also have the effect of ignoring hit blocker effects like BT or MoM?

    Hex: Lullaby

    I feel like free unhooks would cause the perk to be too weak since it already has the possibility of being useless. I say you get tokens upon hooking survivors since the perk already has a crippling possibility.


    Blood Warden

    PTB testing will be the only answer to see whether or not 30 seconds is fair. We just have to be careful, or else the perk will be trap survivors for too long. I wouldn't want to be the unlucky survivor who deals with this in almost every game imo.

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com


    Hex: The Third Seal

    Maybe I was a bit harsh on that suggestion, but definitely having items hidden while having blindness will be great! :)


    Mad Grit

    Yes, I understand that but they play completely differently. Iron Grasp gives you more control generally while Mad Grit gives you more control around hook, but minus the struggle reduction from Iron Grasp. In fact, if the player had some skill, you could make it to the basement by taking a path that passes many hooks on the way.


    Remember Me

    32 seconds isn't that bad, and if you're the last survivor, the EGC will be 1 minute and 28 seconds. I like your idea imho!


    Unrelenting 

    No, but you won't lose as much distance since you're not suffering a harsh speed penalty during the recovery animation.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/479046#Comment_479046

    TR Perks

    Agreed, will update my post.

    Dark Devotion

    I thought about this change but we already have another perk that removes the red stain so I was trying to not make it redundant and rather improve the red stain removing component on that other perk.

    Hex: Lullaby

    Hmm, another trap perk basically? Would once activated it start fresh or begin based on how many tokens you had acquired so far? Would it keep acquiring tokens after being activated?

    Blood Warden

    Theoretically you'd be activating it before either switch had been powered so they wouldn't even have the option to just leave if they wanted. Maybe make it auto activate once the last gen is completed?

    If we did your time refreshing on additional hooks it would need to add at least 30 seconds. 15 seconds would barely even cover the time to walk to the gate and would seem quite insignificant.

    Hex: The Third Seal

    I like your idea. That said, most of these things show you have their effect in game so not having the icon is a little irrelevant. Also, most the progress bars also have giveaways like seeing how close the gen is to completion based on its sound and turbines pumping. Overall it's a buff so I like it, but I just think even with this change no one would run it still. It doesn't look good enough yet.

    The SWF issue on my idea is a very good point. Not sure how I'd get around that. SWF is a heavily limiting factor on a lot of perks design though. SWF already counters the effects of many other perks we currently have.

    Mad Grit

    It does its intended job already but yet no one runs it because its way, way too situational with very, very little payoff. If we don't want to buff it, it will still be ran by literally no one. This means it needs something. I'd also argue the SWF issue since you brought that about for another perk. Once one survivor feels the Mad Grit effect he will tell everyone just like the 1 shot did so idk if just 1 survivor knowing is really much of a plus.

    How about a cleave effect? Your hits while carrying will also hit any other survivors within 10m of the hit target. I still think even with the cleave effect no one would run this perk as it's too situational, but at least then we might see it in some niche builds.

    Pop Goes The Weasel

    No time limit could work. I like the idea.

    Lightborn

    I don't see how this would be useless. If the survivor is blinded and the killer isn't, then he's probably getting a free hit on the survivor that tried to blind him. That sounds great. Yeah he wouldn't do it again, but there are still other survivors and now he doesn't have to be concerned with flashlights at all for the rest the match which is its intended effect anyway.

    Your idea does sound interesting though. I think they wanted to get away from that however when they had something similar on old Shadowborn.

    Beast of Prey

    Love the idea.

    Corrupt Intervention

    I like this. However it does get away from the original intended purpose of the perk which is slowing down that early rush.

    Overwhelming Presence 

    I like this idea, will update original post.

    Monstrous Shrine -

    That could very well be the case lol

    Remember Me

    Making it less punishing for the last survivor during EGC is a fine compromise. That said, just reverting it to its previous state isn't enough imo. The time it added in its previous state was not enough to get people to use it. Not to mention you might not even get that many hits on the obsession which is its risk factor.

    NOED 

    This could very well be the case in how it ends up working. However, is having 1 extra gen thrown in at the end that much of an issue? I don't think so. The games are already too fast for killers.

    No One Escapes Death:

    I like this idea but it's a little repetitive with STBFL. This could be quite good though as long as they didn't stack. I'd like it thrown on the PTB to try out.

    Dying Light 

    I love the change. It would be much more "fun". I'll update my original post.

    Unrelenting 

    Hmm so faster missed recovery and move much faster during that recovery? I like it. Will update original post.

    Dark Devotion

    That's understandable, whatever you're cool with, I'm cool with here.


    Hex: Lullaby

    Basically, once the hex is destroyed, you can start building tokens on it. Therefore, if it gets destroyed towards the end of the trial, the perk is basically wasted.


    Blood Warden

    30 seconds would be risky, I say test it on the PTB first because we're entering dangerous territory!


    Hex: The Third Seal

    I understand that generators tell its progress visually, but that's the only thing that does that.

    Alright, blindness will hide all progress bars, it will also hide your item's HUD, and it will disable your perks. This means you won't know when you're about to complete something and when you're about to consume all of your item's charges. Furthermore, if you're blinded, you're basically not running any perks because they are all disabled until you remove the blindness effect.

    Thoughts?


    Mad Grit

    Actually, I seen someone suggest this before. Whenever you're 12 meters away from a hook, the carried survivor will suffer a 40%/45%/50% wiggle speed penalty. This means you can reach more hooks AND survivors won't body block you.


    Lightborn

    I think my idea would be great since it will be useful in more situations, rather when the survivors use flashlights/firecrackers. However, now that I think about it, I wouldn't mind it being situational since you can see when to use the perk by checking the survivors in the lobby. Perhaps, your idea might satisfy, I'll go with your idea on this.


    Corrupt Intervention

    What if this perk caused a 10%/15%/20% repair penalty for the first 2 minutes of the trial and while blocking the furthest progressed generator for 60 seconds, upon hooking a survivor. This should keep the perk from losing its intended purpose.


    Remember Me

    We can add even more time to my version since it doesn't affect the last survivor anymore. What numbers do you have in mind?


    NOED 

    It depends on the survivors tbh, some survivors barely get the generators done and punishing them by adding an additional generator because they didn't have time to cleanse totems is a bit much imo.


    NO ONE ESCAPES DEATH:

    Honestly, I wouldn't mind if they didn't stack but then again, I kinda wished they did because both perks have a condition to get their benefits. However, I agree with what you said, we should test it on the PTB.


    Unrelenting 

    Yes, faster missed recovery and faster movement speed while you recover. However, the faster movement speed during recovery will apply for BOTH successful and unsuccessful attacks. This will be cool to try out on the PTB.

  • TR Perks

    I like the idea of them persisting after you're not in the killer's terror radius. However, it should match the survivors persistent time, which is 15 seconds, not 10 seconds.


    Infectious Fright

    Yes, I agree, it should show the survivor's aura for 3/4/5 seconds.


    Dark Devotion

    I wouldn't mind an extra 10 seconds imo, but what if Dark Devotion also hides your red stain while it's activated on the Obsession? Thoughts?


    Hex: Lullaby

    Hmm, I like your idea since it promotes fun gameplay, but what if it was like Haunted Grounds where it's deactivated until cleansed? If you don't like my idea, that's okay because your is great imo.


    Blood Warden

    Sorry, but this wouldn't be a good idea because once a survivor sees an exit switch being blocked, they won't stick around when the gates are opened. Therefore, my solution is to keep it like is but if you hook someone while it's blocking the gates, the timer will gain an additional 15 seconds. Thoughts?


    Hex: The Third Seal

    I don't like this either because it furthers the SWF and solo survivors gap. Therefore, my solution is to make blindness hide notifications. This means survivors won't know if they are exposed, mangled, cursed, hemorrhaged, blinded, and etc. While we're at it, blindness should also hide progress bars, but not their associated skill checks. Survivors won't know if they are about to finish healing, sabotaging, searching, cleansing, mending, removing a trap, opening a gate, and etc.


    Iron Maiden

    I agree with a aura instead of a location ping. Also, I like the extended exposed duration and how the locker becomes blocked after use. Great thinking.


    Mad Grit

    I feel like this perk already does its job by preventing survivors from blocking you. Furthermore, 1-shots will alert the entire survivor team while the current Mad Grip only alerts the carried survivor because only they can see its effects. Sadly, I have to disagree with this change, sorry.


    Pop Goes The Weasel

    Honestly, what if there was no time limit to the perk? This would technically allow you to wisely use the perk instead hastily using it on the closest generator. I feel like tokens would be too overwhelming because generators could go from 99% to 0% extremely fast (+80 more seconds of generator simulator is so fun, UGH). However, it wouldn't hurt to test this on the PTB before jumping straight to conclusions.


    Lightborn

    Hmm, instead of blinding survivors which would completely useless imo, I think it would be cool if Lightborn made survivors more discernible like Bloodhound. This would allow you to find survivors easier if they are slightly out of position. Also, the reason why I don't think blinding the survivor would work is because they won't bother doing it again after the first time.


    Spies from the Shadows 

    Honestly, if crows need to be evenly distributed across the map then this perk would be good. I seen maps where all of the crows are on the edge of the map, which means survivors hiding in the center of the map are rendering your perk useless. Also, remove the description of it causing a 5 second cool-down because it's unnecessary information imo. Who cares about a 5 second cool-down? It's just there to prevent spam when a survivor runs into 5 crows simultaneously.


    Beast of Prey

    I don't like how unstable the chase mechanics are so how about this: After breaking a pallet, the perk will hide your red stain and increase your lunge speed after 10 seconds. This effect will persist for 10/15/20 seconds. Also, increased lunge speed does not mean increased lunge distance. You'll still travel the same lunge distance but at a faster rate.


    Shadowborn 

    Honestly, this perk is hard to buff, but I can certainly say that your idea won't be enough imo. Hmm, I don't have any ideas right now.


    Thanataphobia - 

    I agree, it should consider DC'd, killed, or sacrificed survivors. Not bad imo.


    Corrupt Intervention

    What if it blocked the most progressed generator for 60 seconds whenever you hook a survivor? You can regress the generator but survivors cannot work on them. Thoughts?


    Fire Up 

    I agree, maybe 5% would help.


    Stridor

    I agree, BHVR needs to fix the sounds. It's not the perk, it's the game itself imo.


    Predator

    Not a bad idea to test on the PTB, great thinking!



    Overwhelming Presence 

    This would be too much imo because every killer is getting a free doctor's powers with it. However, what if it slowly drained the survivor's item's charges over time while not causing the survivor's item to go below 1 charge?


    Unnerving Presence 

    Not a bad idea, I agree with this!


    Hex: Haunted Ground - just needs the second lit totem to not be deactivated after the first one gets broken. This makes cleansing totems a little more dangerous. Just 1 charge where you can't control when or even if its broken is a little too situational. This will just give it 2 charges to be activated, IF the survivors even choose to do so.

    Monstrous Shrine -

    I know the perk name won't make sense with what it does, but it should effect every hook whenever you further than 32 meters. I think the generator blocking would be to complicated for developers tbh, no offense to them.


    Remember Me

    I like your idea, but it should be reverted back to its original state imo. Also, it should subtract the stacks from the EGC timer for the last survivor. For example, if you build up 30 seconds with 6 stacks, the EGC timer will be 1 minute and 30 seconds instead of 2 minutes. This will prevent the last survivor from suiciding themselves when they try to open the exit gates. Thoughts?


    NOED 

    It's basically the same as the previous NOED. Survivors will just get lazy and do 6 generators instead 5, I can see this being even worse than the previous NOED. It should help the killer as the generators are being completed such as this.


    No One Escapes Death:

    Progression infuriates you, which causes you to release your true potential. Whenever a generator is completed, receive a token up to a maximum of 1/2/3 tokens. Whenever you have at least one token, gain a 15% haste effect and a 40% successful attack cool-downs. Upon a successful offensive action, consume a token. Thoughts?


    Tinkerer 

    This is not bad, I'll like to see how this plays out on the PTB.


    Territorial Imperative 

    That's really neat, would it also show the aura because it would be cool to sneak up on the basement survivor.


    Hangman's Trick 

    This is like the survivors equivalent of Alert. This would be cool to have as the killer imo.


    Hex: Thrill of the Hunt 

    I agree, it shouldn't be a Hex.


    Dying Light 

    It should apply the debuff after the Obsession is unhooked for 60 seconds and if the Obsession is hooked while the penalty is in effect, the penalty will be removed. Basically your idea but more "fun" gameplay.


    Brutal Strength

    This is neat, I like this and would like to see how this plays out on the PTB.


    Unrelenting 

    What if it made you move faster while recovering from a missed or successful attack? This would prevent the survivor from getting a lot of distance after hitting them. Thoughts?

  • I have finally achieved the highest post count, along with highest number of upvotes, downvotes, and promotes. Hail to the King.

    Congratulations @Orion!

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