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Nos37

Nos37

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  • @TheDuhJ said:

    Honestly, the way to buff kinship is to make it so that there is some way for your fellow survivors to tell you have it when you are playing solo. Like making the hook aura a different color, or give an icon in the hud. Just something and it makes the perk God tier for real.

    Yes, that's the point of giving the perk shared effects. If it were shared, it would be shown on the other survivors' screens and they would know you have it.

    Plus, the perk icon shows two radios, so it would make sense that both parties get benefits, not just the perk user (if they're lucky)

  • @oxygen said:

    Maybe if the developers didn't implement EGC exclusively to be a failsafe against games being held hostage at the end with some fancy visuals and audio on top. Because that's what it is, and that's why the killer has the option of opening a gate - so both sides can start EGC and put a hard cap on the time the match can continue for.

    That is, until the survivors decide to not finish the last gen and take the game hostage

  • I hope it's neither.

    Better if the map team is busy splitting RPD in half instead. I wonder how they will split it though.

    Will it be both upper floors + main room, and both lower floors + main room? (Similar to Azarov's Resting Place)

    Or will it be both west wings + main room, and both east wings + main room? (Similar to The Game)

    Maybe all four variants?

  • The only way I would accept Exit Gate Switch regression is if it is based on the number of remaining survivors and does not regress if there is only 1 remaining survivor.

  • Then have WGLF gain a token every time a gen pops. 20% per token, up to 100%. Doesn't matter who finishes the gen. Then it will be like BBQ and double the survivors points for just playing the game.

  • @WesCravenFan said:

    This perk should have absolutely nothing to do with generators. At all.

    Then BBQ should have nothing to do with hooks. The Killer should have to go out of their way to do something else for tokens

  • "Now you have a deadly ability and everyone is one shot."

    ----

    You mean have a deadly ability OR everyone is one-shot, not and. If the survivors don't cleanse, they are one-shot. If they do cleanse, then you have a deadly ability but they are no longer one-shot.

  • I have a different build on each of my survivors. One of them has Kindred, Bond, and Open Handed.

    Typically, I can see when the killer is hard camping, soft camping, or making a BBQ bee-line, and can adjust my next play accordingly. The others can't (unless they also have Kindred and Bond).

    • Either multiple survivors waste time going to the hook and wait for the killer to leave, giving the killer free game slowdown, if not getting caught and hooked themselves,
    • Or they didn't use a locker to block BBQ and got caught on their gens and go down shortly after, giving the killer free momentum with more BBQ.

    I manage to stay alive by blocking my aura with lockers and rescuing when it's safe and clear, meaning I usually last until the end of the game without being hooked, and can use Clairvoyance to find the Hatch anywhere on the map (within 80 meters). This isn't so easy when the other survivors begin to turn against me.

    Sure, the survivors are a team of 4 and can choose to cooperate OR to look out for themselves, but the other survivors don't know that, or misinterpret its meaning. They want me to take aggro to "balance out" their mistakes and buy them time. If not, then "look out for themselves" becomes a license to grief and they treat the game like a battle royale (sometimes getting a free escape from the killer for doing so 😤).

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619322#Comment_2619322

    I use it a lot on survivor for extra bp for unhooks and i guess unhooking other survivors isnt an objective

    Unhooking survivors is as much of an "objective" for the survivors as breaking pallets is an objective for the killer, yet BBQ doesn't work around pallets.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619322#Comment_2619322

    I use it a lot on survivor for extra bp for unhooks and i guess unhooking other survivors isnt an objective

    Only 1 person can get the unhook. It creates a race against other survivors, and it promotes the Killer camping.

    If I got a token for being within 16 meters of the hook when a Survivor is unhooked, then I wouldn't have to use the Breakout build for tokens.

  • @TeabaggingGhostface said:

    Its fine as it is tbh

    As a killer like you, I agree. Let them continue to throw themselves in front of me for Protection Hits; I enjoy the free pressure the survivors put on themselves trying to get stacks.

    As a solo survivor, my fellow teammates disagree. They don't enjoy the fact that as soon as they're injured I come running over and wait for them to get downed. They could lead the killer on a chase for another minute just fine while I waste time waiting nearby and not doing gens, but if I don't rush there right away then I could very well miss my chance to get tokens.

    When they go down I bodyblock the killer on the way to the hook. They wiggle free thanks to Breakout, and I get hooked with 2 tokens. After being unhooked and healed up, I do it again, but Mettle of Man stops me from going down the 2nd time. We both get away and I have 4 tokens. Then it's a matter of doing as much repairs as I can to get Objective points before the match ends, because 2 x very little Bloodpoints = little Bloodpoints.

    ----

    It's all good on paper, but still risky AF to pull off, and even if I do pull it off, I still struggle to get enough Bloodpoints to make the doubling worthwhile. Meanwhile, to my team it looks like I'm pretty much throwing the match.

    The Killer gets a ton of Bloodpoints for just playing the game, plus BBQ rewards them double Bloodpoints for just playing the game.

    The Survivors get less Bloodpoints (and even far less if camped & tunneled out of the game early), yet WGLF does not give them tokens for doing their objectives and instead makes them throw the match.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615352#Comment_2615352

    Those arent skillchecks they are "Are you there?" system.

    The only one I consider skillcheck is the one from overcharge that you can actually fail or not.The others skillchecks are 99% sure you hit it.

    I had friends try out DbD, and they struggled to land skill checks.

    We were in a party with voice comms, so I'm pretty sure they were there... (and getting tunneled. If only I could recommend Decisive Strike to them)

  • Because here is the hierarchy:

    1. Survive With Friends
    2. Killers
    3. Solo Survivors

    The bottom two will do the most crying. Plain and simple.

  • I would make every Tier 1 perk immediately available.

    This would cut the grind down by a third, and remove the barrier preventing new survivors from accessing much needed perks such as Technician, Bite the Bullet, Visionary, and Windows of Opportunity (on top of crucial perks like Kindred, Decisve Strike, and Borrowed Time)

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/245558/fixing-old-bad-or-outdated-killer-perks-to-make-them-useful

    I like all of these except for insidious, since there are better stealth options that you have to work that fill that buff's role.

    great ideas overall, though!

    I also really like the "not alerting crows thing" for it's stealth value, although considering how many crows there are on some maps, it may be irritating to see crow auras.

    Maybe it should only show the auras of disturbed crows instead.

  • I like and agree with all of your changes, except Monstrous Shrine. Your changes to that perk only makes camping less punishing for the Killer.

    If the Killer knows the survivors have less time to make a rescue and will be more urgent about it, why would they ever leave (or venture far)? Meanwhile, if they do camp, the survivors have less time to do gens instead.

    I think that Monstrous Shrine should stop self-unhooks, self-sacrifices, and locker plays:

    @Nos37 said:

    Monstrous Shrine - Your fervent care of hooks found in the basement has aroused the Entity's interest.

    The basement hooks grant the following:

    • Survivors may not attempt escape.
    • Failing Struggle skill checks no longer speeds up sacrifice.
    • When unhooked, all lockers within a 32 meter radius of the basement are blocked for all Survivors for the next 30 seconds.

    ----

    From a (solo) survivor's perspective, there are two ways I deal with the basement (without coordinated teamwork):

    • If I am hooked and see others trying to rescue, I will try to speed up my own sacrifice to stop the lemmings from feeding the killer. (If they stay on gens, I stay on hook.)
    • If others are hooked, I will only attempt to rescue if I have Deliverance and/or Decisive Strike.

    The changes to Monstrous Shrine are meant to hamper both of these plays. They would stop survivors from speeding up their own sacrifice, buying the killer more time to draw survivors to the basement; and they would prevent self-unhooking perks like Deliverance and Slippery Meat, as well as hinder locker perks like Decisive Strike and Head On.


  • @Tr1nity said:

    Just had a no mither user cleanse against plague.

    It gets rid of the constant coughing, and stops them from spreading it.

    The coughing should be less often, similar to the Nemesis' infection, unless the survivor is fully plagued.

  • @Aurelle said:

    Please actually help instead of crouching around the map and letting me die on my first hook. It would be much appreciated. After all, this is a team based game.

    - Sincerely, a solo survivor who wants to have a normal game.

    Please read the in-game Help & Tutorials regarding the Survivors' aspect of assymetry.

    "The Survivors are a team of 4. They can choose to cooperate or to look out for themselves."

    If the Killer's camping, attempting a blatant rescue only positively reinforces camping (and the Killer's Bloodpockets).

  • Newer survivors need Decisive Strike the most, yet are the most likely to fail skill checks. Devs are just cruel.

  • If all 5 perk slots are hex perks and one of them is Haunted Ground, then there won't be enough totems.

    • 6 totems?
    • 4 hex perks max?
    • Cannot equip Haunted Ground if 4 other hex perks are equipped?
    • Haunted Ground only affects 1 totem instead of 2 in that case? (What happens when there's Haunted Ground and Undying?)


  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/292095/hope-we-get-some-more-perk-changes-soon-i-want-brutal-strength-to-be-25-30-p

    I've had this idea for a while now that Poised should work like Deception and Dance With Me where it offers a short window of no scratch marks after repairing a gen for at least 3 seconds. Upon letting go of said gen you'd have 6/8/10 seconds of no scratch marks and it would have a cool-down of 20 seconds or something idk

    My wish buff though would be for Guardian (Babysitter) to be buffed to 8/10/12 seconds to match Borrowed Time's duration. There are so many other perks though that I want to see buffed on both sides.

    The thing I don't like about Poised (as a solo survivor) is that I don't know when a gen is about to pop and hide my scratch marks, so it gets wasted if I'm in a chase and don't have a way to break line of sight within the 10 seconds.

  • Object of Obsession - No longer reveals your aura to The Executioner while in a cage of attonement. (More of a fix than a buff.)

    For the People - Can now be used while unhooking. Health states will not be exchanged until the unhook is completed, and will not work if the unhooked survivor is broken (their Renewal perk has priority).

    This Is Not Happening - Now gains a token when hooked. Great Skill Checks heal you for 5% per token.

    Forced Penance - (Rework) Gain a token whenever a survivor takes a Protection Hit, up to 2/3/4 tokens. Once the Exit Gates are opened, you can no longer gain tokens, and survivors who take Protection Hits are put into the dying state and consume a token.

    Kinship - (Rework) While on the hook in the Struggle Phase, Kinship will activate after 10 seconds. While the Killer is within 16 meters of the hook, the hook timer will pause and the repair speed of other survivors will be increased by 15% for up to 26/30/34 seconds.

    Slippery Meat - Now removes your hitbox for 1 second (Dead Hard invulnerability, to counter bear traps at the landing spot) and grants the Endurance status effect for 4/6/8 seconds when unhooking yourself. (To get the value of all six escape attempts, you have to begin your attempts ASAP, but you're screwed if you succeed on your 1st try; this buff fixes that.)

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610759#Comment_2610759

    Different tints for different survivors is an interesting idea.

    but a nightmare for color blind modes, which is why I suggested two colors in the end

  • @dugman said:

    I play killer and I'm reasonably ok with most killer perks, there are ten below I wouldn't mind seeing get a tweak or revamp though (out of 87 total killer perks, so it's not that bad really!) :

    • Beast of Prey: Being Undetectable during Bloodlust is a bit too weak on its own. I think a nice buff would be to also boost Bloodlust movement speed by +4/8/12% (for Beast of Prey 1/2/3). So you only get the additional movement speed increase during Bloodlust but once you're in Bloodlust it becomes a bit more intimidating! (I picked 4/8/12% out of the air as placeholder, whatever percentages are reasonable.)
    • Coup de Grace: This perk seems a bit weak since you only get one extended lunge per generator that's completed, and it has to be the next lunge you make after completion so you don't have too much control over what chases to use it in. Also lunges in general are ok but are easier to dodge or Dead Hard than standard swings. Maybe it's just me but this seems like a perk that could use a buff, maybe allow it to go off every 30 - 60 seconds? Or after every 3 hits on survivors your next Lunge has extended range? Something to let it proc more often and not be tied to generators.
    • Dying Light: The penalty on this ramps up a bit too slowly, it's sort of a "win more" perk in that in order to get good benefit out of it you already need to have hooked survivors a bunch of times. Also the Obsession starts the game out with a 33% healing bonus on other survivors, so right out of the gate at the start of the match you're actually at a disadvantage. I think I'd like this perk a bit better if the Obsession's healing bonus was equal to the penalty you inflict on the other survivors and if, instead of starting at zero, the penalty/bonus started at 10% and increased by 1%/1.5%/2% per hook. That way you get a modest benefit from the perk right away and then it ramps up from there a bit more slowly than the current version so that the maximum possible penalty is roughly the same.
    • Furtive Chase: Decreasing your terror radius during a chase seems like a pretty weak effect since the survivor you're chasing obviously knows where you are once you're in a chase. I'd love to see this get replaced with a better chase related benefit. An interesting one that no other perk does could be decreasing the time it takes to go into Bloodlust by say 1.5 or 2 seconds per token on the perk. (So with 3 tokens your Bloodlust kicks into gear 4.5 to 6 seconds faster.)
    • Hangman's Trick: The radius of the auras near the hooks seems quite small and you only see these auras while carrying someone. Either increase the range of the aura reading by 2-3 meters or maybe keep the radius as is or even 1 meter smaller but make it a persistent effect (so you always know when anybody goes right next to any hook.)
    • Insidious: This perk is really pretty bad outside of some goofy niche builds. I'd love to see it get buffed somehow. One thought might be you can see survivor auras within 15 meters once your Insidious effect kicks in? (So stand still long enough you are both Undetectable and can sense people nearby.)
    • Monstrous Shrine is one of the worst killer perks in the game currently. Making it harder to pull yourself off a hook is a nearly worthless effect. I'd love to see that get replaced with something more effectively, like maybe anybody who is rescued or who rescues someone from the basement becomes Mangled and Hemorrhaging and/or rescues from a basement hook take an additional 2/3/4 seconds to complete. Basically anything to give the killer real incentive to go out of their way to get the basement hooks.
    • Predator: I like Predator but it has an odd downside in that it keeps scratch marks from appearing on walls which makes the scratches harder to see at a distance. This perk is pretty great during a chase, it's like a bright red trail right to the survivor, but it's at the expense of long distance sighting. Maybe tweak the way scratches appear with Predator so that most of them appear in the concentrate area but it still throws off a handful farther out. That way you get the benefit of the improved pathfinding during a chase but can still possibly spot scratches on walls from far away.
    • Spies from the Shadows: I really like this perk, but I wish they'd replace the standard Loud Noise Explosion sound with crow calls. It would be way more thematic to hear the crows cawing and also would slightly buff the perk by helping you distinguish the perk noises from other loud noises.
    • Stridor/Iron Will: Minor thing, but it's a little irritating that Iron Will rank 3 completely cancels all sounds even in the presence of Stridor 3. You'd think the two perks would just nullify each other's benefits, but Iron Will totally trumps Stridor. If they're going to keep the effects multiplicative then make Iron Will 3 be a 90% reduction instead of a 100% reduction. That way the Iron Will survivor would still be very hard to hear under normal circumstances, but with Stridor they'd be more audible like you'd expect with that perk.

    Predator should only tighten scratch marks while in chase and for 5s to 10s after.

    It would be nice if it assigned different colors to scratch marks from different survivors. Maybe instead of 4 different shades or colors, there could be two. Red scratch marks for the survivor you most recently injured, and white for any other survivor.

  • Flip Flop - The first 50% of Recovery progress is converted into Wiggle progress when picked up by the Killer. 50% of Recovery progress is converted into Heal progress when picked up by another Survivor.

    ----

    This change means that if you recover 10% on the ground you will have 5% of the Heal bar filled when picked up by a survivor and 10% of the Wiggle bar filled when picked up by the Killer (instead of just the 5% that the live version would give you currently), while still being capped at 50%.

  • @Ghouled_Mojo said:

    Beast of Prey - undetectable while in chase. Not just bloodlust.

    Or at least Undetectable while Bloodlust is active and for 5s after Bloodlust is lost

  • While I wouldn't mind a Brutal Strength buff, Fire Up needs one first, starting with simple % increases

  • @ShyPirate said:

    Unless I'm going for a challenge that requires killing survivors I make it a point to only hook each person once or twice then let everyone finish gens. Once gens are done I personally open an exit and we all have a party at the gate.

    Honestly I have a lot more fun playing killer that way.

    I tried this. Accidentally killed a few because I didn't know they hit Stage 2 on first hook, or they look like other survivor(s).

    It'd be nice if the game told you the survivor was on death hook while you were carrying them. (Unlike showing the killer hook counts for each survivor throughout the match, this wouldn't make killers any more efficent at tunneling). Then the killer can choose between sacrificing or dropping them (or remember they have a mori to use if they missed the prompt before the pick up).

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607640#Comment_2607640

    So every killer I've stunned wanted to be stunned? They decided "nah I'm not going to play to win, I'm going to gimp myself instead."

    No, every killer you stunned just didn't respect the pallet.

    If a killer is AFK, the survivors have no way of stunning the killer. The survivors cannot actively stun the killer. The killer has to do something to get stunned. That's my point.

  • @Freddo said:

    Killer's actually can't see the flashbang from blast mine sitting on the gen.

    The killer can use Ruin or Jolt,or just not kick gens at all. No Blast Mine stun.

  • @Seraphor said:

    Here we have it, it's impossible to stun killers.

    I guess all those times I've stunned a killer were just fever dreams.

    I did not say it was impossible for the killer to be stunned.

    I said that if a killer does not want to be stunned, they can play in a way to never be stunned. They have to let the survivors stun them.

  • There is nothing to see, though.

    As far as I know, none of my complaints were enforeced, and it's not like they tell you or thank you.

    Given how many hackers there have been, I have doubt in the report system.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605416#Comment_2605416

    If you're gonna stalk someone's profile, at least do a good job of rebutting what they say - then again, you can't do that in your own threads.

    I said I don't like survivor perks being used against survivors. You said it's fine.

    Now you're saying it's not fine when I use something of yours against you?

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605393#Comment_2605393

    Head On is an exhaustion perk which supplies a stun where you wouldn't get one normally.

    If you were being honest, rather than locked into a narrative where your poor way of using the perk were the way to get it to work, you'd be able to see how the perk's pretty powerful in the right hands, and while it's got a different focus than other exhaustion perks it's fine the way it is.

    "In the right hands" meaning SWF

  • Your mentality about the addon fly in the face of the addon's festive intention.

    Your experience and failure to get blinds is one of impatience, not an issue with any number values or descriptions.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605357#Comment_2605357

    Caps Lock and boldface don't make your point realistic or valid.

    The killer should not know you're there for optimal use of Head On. If they do, you're already failing to make full use of it - use lockers in chase avenues, not when being chased but when you know the killer is chasing someone else toward you. Them trying to search your locker is not and has never been a requirement for optimal use.

    Your changes and mentality about the perk fly in the face of the perk's intention.

    Your experience and failure to get stuns is one of impatience, not an issue with any perk or playstyle.

    Then which font is easiest for you to read?

    I'm not trying to validate my point. I'm trying to help you understand, since you somehow bring chases and speed boost buffs into this.

    The speed boosts were in reference to glitchboi's claim about "high rewards." Head On is an exhaustion perk. Exhaustion perks give speed boost rewards. Head On does not.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605272#Comment_2605272

    Head On, as I already said, isn't a chase perk - and it isn't meant to be. It's meant to force a killer's attention to you, away from someone else in chase. Get in someone else's chase lane while they're being chased, rather than trying to use it while you're being followed.

    And no. You whinged about speed boosts, and your pretense that a stun is a weak reward is itself just that: weak.

    I'm not saying make it a chase perk. I'm saying that there is too much risk and too little reward. The risk is that your own perk will be used against you.

    One more time, so you can follow along...

    THE KILLER DOES NOT KNOW WHEN A SURVIVOR IS IN A LOCKER UNLESS THEY SEE THEM ENTER IT.

    IF THE SURVIVOR ENTERS A LOCKER THE KILLER MAY NOT EVEN SEARCH IT.

    THIS WASTES THE PERK USER'S TIME.

    THE SURVIVOR HAS TO LET THE KILLER SEE THEM ENTER IT.

    FINE.

    BUT NOW, THE KILLER CAN COUNTERPLAY THE HEAD ON.

    THE KILLER CAN BAIT THE QUICK LOCKER EXIT FROM THE SURVIVOR AND HIT THEM AFTER.

    OR THE KILLER CAN PRETEND TO BAIT AND INSTANTLY SEARCH THE LOCKER INSTEAD BEFORE THE SURVIVOR CAN HEAD ON.

    ----

    I'm am suggesting that the Head On perk activates 3 seconds after entering a locker. Once active it can be triggerd in 1 of 2 ways: either when the survivor quickly exits the locker or when the killer begins the Search Locker interaction. (No speed boost in that suggestion, by the way.)

    ----

    I have a stupid Stun the Killer 12x challenge. Killers have enough counterplay to not ever be stunned. Survivors cannot stun killers; killers can only let themselves be stunned.

    • Pallets? The killer can respect them
    • Decisive Strike? The killer can wait it out
    • Blast Mine? The killer can inspect the top of the gen
    • Head On? The killer can bait and/or surprise search

    This will still be the case with the change I suggested; the killer can just wait out the Head On until the idle crows show up if they're desparate enough. Except now they cannot effectively bait and/or surprise search and turn the SURVIVOR'S perk against the SURVIVOR.

  • @Thunderfrog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605251#Comment_2605251

    The problem is you aren't thinking about who else the perk helps besides yourself. Smash Hit, in most cases, is only going to help in a 1v1 chase. Locker Punch helps set up plays in SWF and combos well with other locker perks. You can both stun the killer, extend a friends chase, possibly save them a hook state, and likely transfer aggro to you from someone else when the killer loses sight of his intended target.

    It would be nice if they added an aura power to it somehow, but its fine as is.

    Activating Head On when the killer begins the Search Locker interaction does not buff any of those interactions you mentioned, so they can add this change to take away the abusrd counterplay, and it will not buff SWF anymore than they already are.

  • @MrCalac123 said:

    Dead Hard is not a gamble at all lol, it is the safest exhaustion perk in the game.

    Yes, now it is.

    I'm talking about old Dead Hard

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605251#Comment_2605251

    You're wrong. The stun is the reward, and it's meant to kite the killer away from another objective, not extend a chase. Head On doesn't need a speed boost, and Smash Hit doesn't itself give the stun.

    The stun is a reward, sure, but is a weak reward; especially given how much it takes to pull off.

    The killer doesn't know I'm in the locker. There is a risk that the killer does not come near the locker to search it and I'm just wasting time. This means I have to take an even bigger risk by letting the killer see me enter the locker. However, now there is counterplay. The killer can bait out the Head On or get an insta-Locker-Search before Head On can be used.

    Head On is taking up 1/4 of my perk slots. Why does the killer get EQUAL counterplay (actually, better than equal because 2 of the 3 outcomes are in their favor) when it takes up ZERO killer perk slots??

    Too risky. Needs changed.

    ----

    and knock it off with the "speed boost"

    I never said it needed a speed boost.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605217#Comment_2605217

    It stuns the killer. If you're asking for a stun and speed boost, you're saying it should be explicitly better than DH.

    No. I'm saying that it does not stun AND give a speed boost. It only stuns, so it's not high reward (like other exhaustion perks; Smash Hit gives a speed boost on top of the stun. The risk and skill Head On takes is not in line with other exhaustion perks. The only reason it's an exhaustion perk is to give it a cooldown as well as prevent it from stacking with other exhaustion perks.

  • @glitchboi said:

    Head On is a high risk high reward perk. It's fine as it is, it takes skill to use.

    The only change it needs is the ability to see auras of lockers while not exhausted.

    There's already the risk that the killer doesn't know you're in the locker and doesn't search it, meaning time wasted

  • @glitchboi said:

    Head On is a high risk high reward perk. It's fine as it is, it takes skill to use.

    The only change it needs is the ability to see auras of lockers while not exhausted.

    Unlike other exhaustion perks, Head On does not give a speed boost. It is not a high reward perk. Why should PERKS take skill? What's the point of it being a perk.

    In that case, Enduring should take SKILL to use; if the killer doesn't press a button at just the right moment, Enduring does not speed up pallet stun recovery.

  • His 1-way stalking/revealing needs to be fixed. He can stalk me over some short pews, but I can't reveal him over the same pews?? Balanced

    Nos37 playing Dead by Daylight. View more Xbox clips at GameClips.io


  • Leave solo survivors out of this. Just say SWF

  • @DawnMad said:

    If they are deliberately showing the killer where you are that's a reportable offense. Otherwise there are even survivors in this game who bring the killer to their teammates just to save themselves, I doubt your survivors would do any different if you weren't doing your challenges.

    The devs can't even deal with hackers. Reporting is useless.

  • Heck, how about making challenges for being griefed by teammates? I'd be swimming in Bloodpoints...

  • @Super_J said:

    The thing about NOED is if you bring a perk (i.e. Small Game) and take the time to actually find the dull totems then it's useless. Yes this means instead of gen rushing you do some other objectives.

    Killer camps

    "Just bring Borrowed Time"

    Killer can count to 12

    "Just bring Decisive Strike then"

    Killer can count to 60

    "Just bring Unbreakable too"

    Killer can guard the slug

    "Just bring Soul Guard"

    Survivors have to bring FOUR perks to counter something that costs the killer ZERO perks to do

    "Fine, just rush gens then"

    Killer has NOED

    "Should have done bones"

    Can't find totems

    "Bring Small Game and seek them out"

    Teammates grief because not doing gens

    "Just bring Bond so you can see them coming and avoid them"

    ----

    All this, because a killer only needs 1 perk slot to fog over survivors 😤

    Perks whose only purpose is to counter something the killer can do for free should not also be counter-able by the killer for free.

  • @GoshJosh said:

    Speak for yourself, neither of those nerfs appeal to me.

    Okay, killer in survivors' clothing

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