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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • I want a Werewolf Killer. Switches between a 4.4 M/S stealth form and a 4.8 M/S chase form, with other auxiliary properties to reward usage of both forms.

    I have elaborated on this concept in detail here:

    @NuclearBurrito said:

    Another take at one of my older Killer ideas. Specifically a werewolf Killer.

    The Wolf

    Terror Radius: 0/40

    Movement Speed: 4.4/4.8 (110%/120%)

    Power: Unholy Curse - You have 2 forms, Human form and Wolf form which each have unique effects. You start the trial in human form and can transform by holding M2 for 2 seconds, you move at 3 M/S (75%) during the channel and there will be a directional audio que when transforming into a wolf in the form of a howl. Transforming into a human has a non-directional global transformation sound.

    Human Form:

    • You are passively undetectable and move at a reduced speed at 4.4 M/S (110%)
    • Basic attacks on Survivors will apply the tainted status effect, which lasts until it is manually removed (more on that) or until they are downed.
    • Downing a tainted Survivor grants a Beast token, powering up the wolf form and consumes the taint. You may have a maximum of 3 Beast tokens which last for the entire trial.

    Note: On injured Survivors, taint is applied BEFORE the down. Meaning a tainted injured Survivor will be untainted after giving the token, and an untainted injured Survivor will give a token after being downed in human form.

    Wolf Form:

    • You have an increased terror radius (40 meters) and an increased movement speed of 4.8 M/S (120%)
    • Tainted Survivors within your terror radius are considered "Feared" which has effects depending on how many beast tokens you have and your addons.
    • You must have at least 1 Beast token to transform and gain bonuses depending on the number of tokens you have. The effects of Beast tokens are the following:
    • 1 Token: You may transform into wolf form. Feared Survivors cry out as if injured
    • 2 Tokens: You have an extended lunge range (same as T3 Myers)
    • 3 Tokens: You see the aura of Survivors that become feared for 5 seconds

    Prayer Statues:

    • 3 Prayer Statues will spawn around the map.
    • Survivors may pray at a prayer statue for 10 seconds to remove the tainted status effect.
    • After a Survivor plays at a statue, the statue goes dark and is disabled for 60 seconds

    Perks

    • Mark of the Beast - Survivors you hit with a basic attack become marked. The next time they attempt to heal, repair, open an exit gate, open a chest, break a totem or sabotage a hook they will scream revealing their aura for 3/4/5 seconds and consuming the mark.
    • Hex: Decay - After a Survivor has vaulted over the same pallet 4/3/2 times it will instantly break. This effect is disabled once the Hex totem is cleansed
    • Hidden Rage - If you hit a Survivor with a basic attack within 5 seconds of them entering your terror radius this perk activates. Your next pallet break or vault action within 20/25/30 seconds will be preformed 100% faster.

    Addons

    Brown

    • Increase the lockout duration of prayer statues (by 10 seconds)
    • The howl when turning into a wolf is non-directional
    • You transform from wolf form into human form 0.5 seconds faster
    • Increase the aura reveal duration of feared Survivors by 1 second

    Yellow

    • Increase the lockout duration of prayer statues (by 15 seconds)
    • You can see the aura of Prayer Statues within 24 meters
    • Decrease time to transform into Wolf form by 0.3 seconds
    • Feared Survivors have a 5% reduced action speed
    • Increase the aura reveal duration of feared Survivors by 2 seconds

    Green

    • Decrease time to transform into Wolf form by 0.5 seconds
    • Feared Survivors have a 10% reduced action speed
    • Feared Survivors are 50% louder
    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 2 seconds)
    • Increase the aura reveal duration of feared Survivors by 3 seconds

    Purple

    • The first time you down a tainted Survivor, gain an additional beast token
    • 1 less Prayer Statue spawns
    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 4 seconds)
    • Each beast token increases your terror radius by 4 meters while in Wolf form

    Red

    • You start the trial with a beast token
    • You may obtain up to 4 beast tokens. The 4th beast tokens causes feared Survivors to have the exposed effect

    Note: The aura of Prayer Statues are NOT revealed to anyone. They are considered to be Killer Belongings for the purposes of perks and items.


  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2538164#Comment_2538164

    I dont think having to avoid playing all killers besides plague because of boon totems is a good thing.

    Good thing I almost certainly won't have to. The plague thing is just an unlikely worst case scenario among what was already another unlikely worst case scenario.

    I already don't take Plague just because Survivors might have medkits. I take her because I like the Plague.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536339#Comment_2536339

    Assuming 95% of the playerbase are survivors?I cant see how killer will like this change.

    Killer main here. While I don't think it's perfect I overall like this patch.

    Lots of niche perk buffs which is always good. Regardless of their competitive quality, the new addons for the various killers are more interesting compared to the original ones, which is good as those kinds of addons play more into the strengths of the addons system in general compared to stat boosts.

    But lets talk about the boon totems for a second, because while they aren't perfect they are a LOT healthier than a lot of the playbase gives them credit for.

    Lets assume 2 things for a second. 1: BHVR pushes these perks in with no changes, I'm not evaluating some hypothetical change they could do to them. 2: Killers never break boon totems, it isn't clear how easy or worthwhile breaking a boon totem will be, so I'll just assume the worst case scenario.

    There are 2 boon perks, Circle of Healing and Shadow Step.

    First of all Shadow Step. It disables scratchmarks and it disables aura reading. The thing about this perk is that it's a stealth perk, and more specifically it's a stealth perk that is disabling artificial tracking (aka: not iron will). That kind of effect is AWESOME, because aura reading and scratchmarks are both terrible mechanics just in general.

    I get that this is very subjective, but if a meta Survivor perk is an anti-scratchmarks perk then I see that as a huge win. Survivors aren't taking yet another second chance perk, chases are more likely to end in an outright escape rather than being dragged on forever and I as a Killer am being more tested on my ability to track Survivors through sound, context and mind games. All of this is exactly why I'm playing this game in the first place. I'm all for this perk being as OP as possible.

    The second one is Circle of Healing. This perk is literally just a conditional medkit. Basically just a better pharmacy (the perk even specifically says so), which is good because pharmacy isn't very good outside of farming games. The first time you heal with this perk it takes 30 seconds (14 seconds cleansing, 16 seconds healing), and every additional time you must head back to the effected area and then you have 16 second heals. If I instead just brought a good medkit I could avoid the initial 14 second investment, avoid the travel time on future uses and also I would have had another perk slot. Plus again, every perk slot spent on healing perks is a perk slot not spent on a second chance perk.

    Whenever a perk like this is added to the game you really just have to ask yourself. Would I rather a Survivor run this perk, or DS/DH/BT/UB? The answer is basically always the new perk, at the time MoM was a rare exception.

    Plus worst case scenario I already have plague as one of my main Killers, and she bypasses both of these boons. More specifically she cancels out healing entirely, and her sickness is also a great audio tracking tool which is not stopped by any perks.

    My REAL main is Ghostface (who I'm glad is getting basekit buffs, his CD with addons is only 1 second worse and I can live with that), but when I'm not playing him I also play Spirit (who has new addons to try out, but rip her basekit), Plague (who is massively buffed) and Demogorgon (rip).

  • Camping a SWF is ineffective due to their coordination resulting in an easy genrush.

    So it really wouldn't make this specific problem any worse.

  • A year ago Killer was worse, and Killers were even worse a year before that and so on.

    Regardless of the magnitude, patches have on average been favoring Killers.

  • It's a % increase not a flat increase. 100% MS is 4.4 not 4.0. The convention that states otherwise is an unofficial one.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2527163#Comment_2527163

    This isn't a counterplay. Did you know what counterplay meant? Repressed alliance for pop goes to Weasel is a counterplay...

    In that case Pyramid Head

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523628#Comment_2523628

    Okay, so... let me get this straight:

    You really deem Myers with NO TR AT ALL on two tiers fair?

    M&A Tier 2 Myers is not 0.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515507#Comment_2515507

    This perk lasts 15 seconds. Do you even know how much time it takes for a killer to just chase a survivor in straight line after recovering from a hit? It takes like ~22 seconds. you can test this on mother dwelling. This perk could be global and it still wouldn't be good enough or do anything practically useful. This perk would need to last more than 30 seconds for it to do anything and survivors could still use windows when pallets are blocked.

    your as clueless as rank 20 devs. sorry If last comment comes off as rude.

    Absolutely nothing you just said contradicts what I just said. The devs were working with a potentially powerful effect: blocking pallets, so they gave it really ######### numbers and strict requirements to ensure it wouldn't become a problem.

    The fact that the Killer isn't in position to take full advantage of the effect doesn't contradict the potential power the effect could have if handled carelessly.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515354#Comment_2515354

    see the problem is that these low-tier killers and low-tier perks are so low-tier..... that its like... Atlantic ocean. You have hex perks like Ruin and Devour hope that regress gens & mori survivors.... and than you have perks like... hex blood favor that block pallets.... that you can just shift+W after getting hit to the next pallet completely negating the entire purpose of the perk. I thought they were joking when they said that they played it too safe with blood favor. I thought they knew the hex perk was trash and it was just a typical filler perk to complete chapter. Guess not.

    thanks for... spirit nerfs.... and trapper whatever changes. I guess we'll all be trapper mains by the end of the patch.

    I mean, blocking pallets IS a potentially problematic perk effect if not handled properly.

    The problem with the effect isn't that it's payoff is necessarily weak, but that it's applied at it's weakest possible moment in a chase.

  • @PureHostility said:

    Dunno, I've got adept on my first try on the Crotus Penn. at R2

    Played one more game with his 3 perks and got another merciless, this time Father's Chapel...

    All of his perks have some uses, dunno how people complain about them being useless.

    Lethal Pursuer allowed me to quickly disrupt 2 guys on a single gen, followed the survivor running towards spawns of other survivors, so I could easily switch targets on the go.

    Eruption allowed me to regress gens and keep them from popping twice in a crucial moments, as survivors werent able to repair them after being hit by the perk for 12 seconds.

    Hysteria worked once, didn't try to make it work more It gave me a free hit on a guy repairing a gen. This perk will be better on other killers rather than stompy ones..

    Adept wise, first game required me to slug last guy for almost full 4 minutes, as Leon was hidding and not trying to open gates nor were nowhere near the hatch. Luckily, he was wounded and healed up, logically.. basement chest. I was right and he traded with the slugged guy (zombie downed Leon, as it camped the slug at that moment).

    2nd game was much harder, also ended with 5 gens done and required 3 man slugging at the end with some trades.

    All perks but hysteria were on t1, hysteria t2. First game used zombie speed addons and second game was zombie detection range.

    They're probably thinking about how they were on the PTB. They were mega buffed since then and in particular removing their basic attack requirements is great for Nemesis specifically

  • No. Zombies aren't player controlled and are fairly random, so the less value they bring the better for the game they are.

  • Ruin and pop is anti-synergy. Unless ruin is cleansed before your first hook, pop will always give less value compared to if you hadn't ran ruin with it.

    The only reason why anyone has any success with both of them is because they are independently good perks.

    That said, if you're able to get enough value out of pop that having 2 ruins isn't better, then just run pop without ruin and have an additional 3 perks instead of just 2.

    Ruin undying meanwhile actually does have synergy.

    Ruin and pop is less than the sum of it's parts. That sum being really high to begin with doesn't change that.

  • I don't like the magnitude of the snare place speed change, the other changes look completely fine. Also note that freddy is no longer conditionally immune to BT.

  • @CaptainRaider said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060144#Comment_2060144

    State 2 effects state 3 though, assuming this is the case. When I played him he had no increased lunge speed when swinging because of the ridiculous nerf to his out of cloak speed and because you use the uncloak speed to close the gap from uncloaking slowdown it negates the lunge. If you miss from using the lunge out of cloak you give then distance anyway, complete lose lose scenario; i.e wraith’s lunge is nerfed.

    No they do not. Regardless of his movement speed in State 2, his speed during State 3 should be 6.9 M/S for 1.25 seconds. You not having an increased lunge speed should be reported as a bug.

  • Why is he slower in his throw mode? I understand him slowing down if he flurries, but why the initial slowdown? Doctor is slower when shocking, sure, but at least he's only slower when shocking people, let alone that his shocking interrupts people.

    Basically, in order for a windup to be meaningful you need to have a reason not to always have the ability wound up.

    The thing about this Killer is that the singular knives are kinda nothing. The flurry is his power, the only reason to even bring up singular knives is for clarification purposes and QoL.

    The Clown's power, and also Freddy's power, both were determined to not need a meaningful windup in order to be balanced, since they are non-damaging slows. This is especially since such a windup negates the entire function of a slow in the first place. As such Freddy and Clown are both expected to have their power readied at all times and can be balanced around that.

    They made this mistake with the Plague who's power injures a target and quickly learned their lesson. The trickster has a lethal power, so some caution with this sort of thing is justified.

    Why is there such a long time between switching knives and main weapon?

    Deathslinger is at least 10 times quicker and he can deal damage, so why such a long time between something that doesnt even deal damage? Let alone that Deathslinger gives deep wounds.

    Deathslinger's dexterity is his entire gimmick. That is the only reason why he's ever played over Huntress. Do not compare deathslinger to the trickster.

    Here's the thing about the trickster. When evaluating him, first look at the big picture. Why would you want to play a Killer with this concept over the Huntress (huntress being a baseline ranged killer)? Don't worry about the numbers, balance and design are two different concepts and you should not mix the two up.

    The trickster has 2 unique advantages:

    1. Main event occasionally negating the mobility disadvantage of attack windups
    2. He doesn't need to redo his windup after an attack

    You know what this makes him good at? It's not the 1v1 but rather he's better at AOE. His addons heavily support this too.

    You're trying to buff up his 1v1, but that road leads to yet another Huntress. He's more comparable to the Plague than the Huntress in terms of niche. The primary difference compared to the plague being his unconditional ranged downing potential.

    He has his problems obviously, him being weak is not in question, but you're trying to remove his weaknesses when it's better to exaggerate strengths.

    Except for the accuracy thing. Idk why that's there either, flurry or otherwise.

    But anyways, things like letting him hold his main event once it's built up, increasing his attack speed across the board ect would make him better at utilizing his unique traits rather than just making him a weaker version of an existing character like deathslinger.

  • Ok there is a lot of confusion on this thread. ALLOW BE TO CLEAR THIS UP!!!

    Ok so the Wraith has 3 different states of modified movement speed:

    State 1 - Cloaked movement speed boost

    State 2 - Uncloaking movement speed slow

    State 3 - Post-uncloak movement speed boost

    You can only lunge during state 3. The duration (not speed) of this buff was changed from 1 second to 1.25 seconds in the midchapter patch.

    The state 1 movement speed boost was increased this patch while the state 2 speed was decreased.

    The duration of the uncloak and what happens afterwards happens afterwards.

    The lunge only cares about state 3, so the nerf shouldn't have any impact there. If the distance you can lunge after completing an uncloak has changed you should report it as a bug.

  • If we somehow end up with a meta where Freddy is weak again you can bring it up again as a possible buff.

    Until then, Balance > Logic

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056683#Comment_2056683

    I consider the way they help to be a synergy, just not a direct one as both of their regression stacks up.

    it still is a good combo as you can just focus on chasing until ruin is destroyed then get value from pop.

    I even have situations where ruin gets destroyed and i have pop active that i just use to further regress a gen i pass by.

    Even if you could use both at once, it still wouldn't be a synergy.

    Stacking is not synergy. It's synergy ONLY if they perks improve each other.

    So sloppy butcher has synergy with thanataphobia, since making it harder to heal has synergy with a perk that makes actions take longer if they don't.

    But sloppy does not have synergy with coulrophobia, since making survivors heal slower does not make further heal speed reduction more effective.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056633#Comment_2056633

    your first line shows you literally have no experience with ruin, this isn't even an argument as you clearly don't understand the perk. Current ruin will not stay up the whole game it is a perk that survivor will actively look for as the longer the game goes the more and more value ruin gives you to the point where it alone can win games assuming you have are good and have had good chases. Pop is to cover for that so after it is gone you have it to still have good stalling, the synergy is you spend less time on gens and can focus on chases so later in the game when ruin is destroyed you have 1-3 more hooks and can use pop to continue stalling.

    it's not underpowered if it was survivors wouldn't look for it but even good swf's will go out of their way to get rid of it as it regresses gens by an insane amount if left alone.

    That's not synergy. That's just 2 independently good perks giving value on their own merits.

    For it to be a synergy one or both of the perks needs to give more value because the other perk also exists. Pop and Ruin are anti-synergy since every hook you get while ruin is up is a pop proc that you don't get value from where you otherwise would. You take both because they are both great perks in isolation, not because they make each other stronger.

    Contrast something like Ruin and Undying, where Undying in addition to having it's own value also gives ruin more value (by reviving it).

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056436#Comment_2056436

    The effect did this.

    4% regression for a good skill check

    0% (instead of 5% progression) in great skill checks.

    Base 10% for missed skill checks.

    How is that nothing if they hit great skill checks 100% of the time. It removes around 40% (usually 8 skill checks per gen) progression.

    Now that that's out the way.

    Not even the top 1% hit great skill checks 100% of the time (Otzdarva regularly only gets good ones, whilst he never misses them) so for you to say they're useless if you hit just great skill checks, even though that's wrong, you rarely just hit Great skill checks.

    It is not useful for all killers, why do you you think killers like trapper with no map pressure don't run it, or deathslinger (he shouldn't at least) or wraith. Thanat or corrupt are better.

    And also, please tell me how in the first 80s you can pressure all 4 survivors. At best you'll pressure two and two gens will pop. Ruin means nothing with pressure early. It's a late game perk, and since it's around all game and has very little use till late game (in which case it's usually cleansed) .

    Old ruin was a factor every game, and would slow down gens around 32s, meaning that you could actually do a chase or two before gens popped. Also it synergized with other perks, unlike current ruin.

    Your just objectively wrong.

    Great skill checks were 2% bonus not 5% and have since been lowered to just 1%. Additionally, the good skill check penalty also pauses progression for all Survivors on that gen for 2ish seconds.

    8 skillchecks per gen adds up to about 13 seconds. Not 32 seconds.

  • Btw to answer the OP's question, 70%. Reasoning being that this particular ratio allows for the game to remain mathematically balanced regardless of how many Survivors happen to be alive at any given moment.

  • @Adjatha said:

    Kill Rate is the wrong metric. It's like asking Survivors "how many gens do you want to get done every game?" Well, yes, the end goal would be all, but survivors mostly care about escaping, which could very well be through the hatch or a key or hiding in a locker while somebody else does all the gens for you.

    The killer metric SHOULD be: How many hooks do killers get per game. I don't want a survivor to get hooked and give up right away. That's terrible, it hurts their team and it artificially inflates killer numbers. I don't think anyone wants killers standing guard at the hook till a survivor goes from full to dead, either. That's just number padding as well. This misunderstanding is clearly shared by the Dev team, as their handy "hook count" meter for killers automatically fills in the bubbles when a survivor dies, even if you only hooked them once.

    At absolute worst, a killer should be able to get 5-6 hooks during a game. Sometimes that equals a 4k. Sometimes that equals a 0k. If they're getting less than that, the killer is facing survivors way out of their league (either due to bad matchmaking or due to killer weakness/genrush strength). A balanced game should probably have around 9 hooks, which usually means 1-3 survivors dead.

    tl;dr - It's not the kills that count, it's the hooks. If you measure those and balance around them, you get a way better picture of the state of game balance.

    A Killer that immediately downs all 4 Survivors and gets a 4k with 4 hooks isn't out of their league, and tombstone Myers only makes sense with the objective being kills > hooks.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958751#Comment_1958751

    They didn't buff his uncloak speed, they buffed the speed he gets after coming out of stealth by .25 seconds. You can read it in the mid chapter patch notes.

    Yes? That's exactly what I said.

  • I'd like to point out that they also buffed his uncloak speed burst duration by 0.25 seconds. This is a huge deal as it crosses a break point where he can uncloak behind a Survivor that is already running away and still get the hit with a lunge.

  • @Volfgang57 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943096#Comment_1943096

    Mettle of Man when it's active just straight up ignores a hit that would put you in a dying state

    Right but it does so via the Endurance status effect. So the claim that Endurance = Hit gives DW, is false.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943099#Comment_1943099

    They made surveillance turn off on a generator once it reaches zero instead of it being permanently on until a survivor touches it.

    Aka: What the perk was supposed to do from Day 1 according to both the devs and the perks text

    What does a bug fix have to do with ruin?

  • @vacaman said:

    Now that ruin is no longer a meta perk, can we plase revert the huge nerf to surveillance so at least it can have some use? It's so sad seeing a perk getting slaughtered because it has synergy with an another perk and then forgotten when that other perk is no longer good.

    What nerf?

  • @EvanSnowWolf said:

    Apparently, it no longer reads like that because the Deep Wounds is implied automatically in the game term of Endurance.

    What about mettle of man?

  • No. BT totally still gives Deep Wounds.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1935798#Comment_1935798

    name me one fighting game that doesn't use the horizontal bars at the top that decrease towards the center of the screen. obviously, one made after street fighter 2. can you get even 1 from the last 20 years?

    it's an unwritten rule, and no one dares mess with it. again...unless you're called smash bros... or is a platform fighter in general...

    this backlash happens literally every update... the game would still be stuck on 1.0 if they listened to every backlash.

    what even is this graphic? people review bombing the game or something? because this isn't the first time. people are dicks like that.

    Oh and about you wanting an explanation for DBD being a horror game.

    please, point out exactly where I said that.

    is donkey kong country a horror game? it's hud is minimalistic... and that literally the only criteria you gave to something being a horror game...

    All cats are animals

    Pigs are animals

    Therefore pigs are cats

    ---

    Horror games use minimalistic HUDs

    Donkey Kong uses a minimalistic HUD

    Therefore Donkey Kong is a horror game

    ---

    See the flaw in the logic? He said horror games use minimalistic HUDs, not that minimalistic HUDs are only used by horror games.

  • Healing didn't have a bar or a glow. No comment on anything else tho.

  • Second wind. Autodidact. Forced Penance.

  • @jrinkwater said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919536#Comment_1919536

    Ah yes I saw this yesterday and it's really good to know they went that route.

    Agreed. I like using healing builds, so the last thing I need is people deliberately avoiding me to utilize DS. I already have too many claudettes booking it into the corner to self care.

  • @Bwsted said:

    Your rescuer is inured. You get unhooked. The killer instantly goes for you. It counts as a protection hit. DS de-activated.

    Or, you get tunneled off hook. You happen to be hit while in proximity to an injured teammate. DS de-activated. Again.

    That'll be a no from me.

    Because of this I'm against protection hits disabling DS.

    As a Forced Penance user, it's shockingly easy to force a protection hit as the Killer whenever you feel like it.

  • @jrinkwater said:

    https://forum.deadbydaylight.com/en/discussion/comment/1918257#Comment_1918257

    No. It does not need to be used twice. DS takes a lot of time for a killer to re-engage during scenarios where one can down another, hook them, and go get you within a minute. DS is good as ONE time use only. This will likely never change.

    If you accidently tap a gen? The ######### lol? You tapped it. It deactivates. Your fault. Doesn't need a three second rule. When have you ever "touched a gen" by accident lol? If you enabled this, people would tap gens to stop regression as an objective. You touch that gen, you've decided you aren't being tunneled.

    Now, the devs did not confirm if it is just you healing or being healed. Waiting for word on that.

    This third one I agree with mostly EXCEPT the killer COULD SLUG you... down someone and hook them. For this reason, it should probably remain active or speed of the timer

    But honestly, DS is finally getting a HUGE adjustment so let's just play it out for a while before reworking it in our heads. The only change I'd like to see removed is end gate use and locker bait, but it is what it is

    Devs have confirmed that it's healing and NOT being healed.

  • @sainivedant41 said:

    The problems with the DS nerf that I can already predict. Teammate heals you immediately after being unhooked. Disabled while killer comes back.

    Doesn't work like that. If a teammate heals you then you have not preformed a healing action, the teammate has. So your DS won't be disabled by that.

    This is confirmed by devs, not just speculation.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919123#Comment_1919123

    "Nah man, most certainly needed because even to the most skilled red rank killers these perks were nightmares, DS hasn't been much of a problem compared to OoO but its abusability needed to be fixed."

    Oh sry I mean not only Green but also Red Rank Killer who Tunnel and Camp wanted this... Yes that Sounds better

    The Killers that camp and tunnel won't feel the nerf. Those killers immediately down the Survivor off the hook or prevent the initial unhook, either way the Survivor doesn't make it to a gen in order to disable their perk.

    If you are getting facecamped or whatever, DS will still save you.

    As for if the Killer tries to wait for you to tap a gen, unless they are a stealth killer that wouldn't work at all, since the Survivor can counterplay it simply by running out of the TR before working on a gen, and stealth killers only have it a bit better as if the Survivor is careful they can predict the immediate ambush and plan accordingly, a predictable stealth killer won't win games.

  • She's a girl that's trapped in a cycle where a crazy person kills everyone and she tries to escape with as many of the others as she can. If she dies it resets, otherwise she escapes and gets some respite before it resets anyways. See why it's so perfect?

  • Rika from Higurashi.

    image.png

    Don't worry, she's totally an innocent character with no tragedy whatsoever.

  • @Bullettimegod said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895577#Comment_1895577

    Unless youre a mod.

    You know what else has uniforms? Prisons.. are we your prisoners mandy? Am i gonna have to start calling you warden mandy? :(

    "You know what else has uniforms?"

    Elite schools.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885375#Comment_1885375

    This is Gearhead's perk description

    https://us.v-cdn.net/6030815/uploads/IX85WHX9KWPD/image.png

    Doesn't say anywhere that you have to damage a survivor 2 times, you only have to hit them. And I'm almost certain endurance does count towards it. So would it be too hard to simply remove the basic attack requirement? As for surge and knockout, just change it to "when you down a survivor" and the perk is so much better.

    Hitting them with a basic attack is the trigger.

    Basic attacks are standardized between all Killers so it's easy to define what exactly counts has hitting. However, powers are a different matter since they aren't standardized.

    A change in health state has all of those gray areas I mentioned which lead to either unintuitive or inconsistent interactions. (specifically being downed doesn't have this issue)

    Trying to make it JUST hit has all sorts of weird questions that would require you to specify on-hit interactions for pretty much every power, which significantly increases the learning curve and isn't worth it.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884477#Comment_1884477

    Wouldn't be hard to add an exception... Literally just add a single line to Trapper's power description "traps will not trigger any on-hit perk effects" or something like that.

    What about Legion? Or Deathsliner? Or Plague? Or for the people again?

    You'd need a lot of exceptions to make it work.

    And yes, you WOULD need to make Legion an exception. The thing that connects all of these examples (besides for the people) is that they all don't necessarily damage the target even when it hits them.

  • Gearhead makes sense. Damage beyond basic attacks is hard to define without a gray area. Downs don't have this issue so the other 2 perks can totally work.

    Some examples of gray area's are for the people, endurance and trapper traps. That said Gearhead is still super weak and needs a buff.

  • Unlike with injuries, a down is easy to quantify. So Surge can absolutely use M2's without issue.

  • Look, clown is objectively stronger now in one way or another. The only question is the magnitude of the buff.

  • @[Deleted User] said:

    He already had little to no counterplay at loops if you knew where to place his bottles. Chase was never his issue. That's why I'm so disappointed in the rework. Completely missed the point of why he was considered weak in the first place.

    Given that his weakness isn't the chase, a speed boost ability and less downtime from power usage should be the perfect buff.

    It's a symmetrical speed buff so it's not a chase focused buff, and it improves patrol times and thus map pressure which was ACTUALLY his problem.

  • @bugreportm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862986#Comment_1862986

    interesting, to me this still does not explain why you can randomly turn to an inanimate object and swing when you clearly are not trying to aim at the object and the survivor is definately not in a rock.

    Indeed it does not. I'd need to know the specifics behind how the animation alteration works to answer that one. My knowledge is from what the devs have stated about how the code works, which is what I have already said, that the success of your attack isn't tied to it's animation and the animating is done after deciding the attack outcome and not before.

    If I had to make a guess, it'd be that it prefers to show the Killer hitting an object rather than hitting air on missed attacks. I DO know that there is a real problem when it comes to Survivors on hooks, since they are considered a valid target and can sometimes make you hit them instead of another Survivor that is otherwise in range (since both are in the hitbox and you can only hit a single Survivor at a time).

  • If you are missing attacks that you think you should be hitting then that's an issue with the hitbox, which is completely different and is just a cone created on-click.

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