NuclearBurrito
NuclearBurrito
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1330904#Comment_1330904
Because the question is what we consider winning a chase, not what the game's definition is.
What do you consider winning in chess to be? Notice how any answer other than checkmating the King just sounds silly.
Win conditions are core to pretty much every competition in existence, so it's important to not let something that critical get bogged down by opinion.
That's why farming Killers can come off as so jarring. They aren't playing to their win condition of Killing the Survivors and thus the entire dynamic of the game is lost.
Sandbagging Survivors can be similarly disruptive.
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Why is anyone here making anything up? There is an objective answer to this question.
If the chase ends with the Survivors successfully losing the Killer then the Survivor successfully won the chase. If they are downed then they lost the chase.
Won chases are explicitly tracked by the evader emblem and are worth double the chase points compared to a chase where you get hit.
Quote from the wiki:
"a Chase is considered ended and successful for the Survivor if the Killer is lost for 5 seconds"
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If it is more beneficial for the Killer for the gate to be opened rather than 99%ed then open it yourself.
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Bubba.
He's so boring. You just gen rush him and leave.
Doesn't matter what playstyle he's going for. You loop him like any 115% Killer with nothing unique to think about, so his chases are boring.
He has no mobility, stealth or tracking so you can safely just sit on gens. And he's the Killer you use if you plan on camping, which is also just boring to face.
Any other Killer makes me think on my feet to counter them or at least makes me a bit paranoid at times. But bubba is just so basic that there's really nothing to worry about that doesn't already apply to all the other Killers.
Please rework him into something stronger and more interesting.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1324428#Comment_1324428
It could have like 20-30 second cd.
And then we buff Dance With Me a bit and it's a-okay!
Maybe just have both perks be 20 second cooldown, then Dance With Me would have the same cooldown as Q&Q making the combo that much better.
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@Inji said:
I do think that 4 seconds might be a bit too long. Dance With Me has a cooldown of 60/50/40 seconds and leaves no scratch marks for 3 seconds. That might also work with this perk, especially if it works with perks like Head On & DS.
Personally really like your idea. As someone who enjoys a good houdini moment this will create some spicy getaways.
The idea is that stuns are harder to do on demand compared to just vaults, and are even harder to do back to back.
So while if Dance with Me had no cooldown you could activate it repeatedly, this perk is limited by how many opportunities the Killer gives you to stun him. Thus a higher reward is justified by a harder activation condition.
Plus I also find Dance with Me to be a weak perk in general (although def not useless), so this perk should be overall stronger if I did it right.
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@Rydog said:
Cool idea. I think it would definitely need a cooldown.
Maybe, but I figured it would be better to suggest it in it's strongest form. Scratchmark removal isn't a dangerous ability and stuns don't tend to happen back to back.
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@WRussoW said:
It wasn't. Pallets were designed to slow down a killer enough so you could have an opportunity to hide.
I'm pretty sure devs said it themselves when they were asked about looping and pallets.
TBH this is part of why scratchmarks are my least favorite mechanic in this game by far.
The strategy of "drop a pallet and hide while the Killer breaks it" would be a perfectly viable strategy if scratchmarks didn't exist.
But since they do you instead don't bother and just keep looping, and thus the game has to be balanced accordingly since they don't want to remove scratchmarks from the game.
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@stikyard said:
With the way killer speed works, plus perks, ranged attacks, blink, clown gas, it's safe to say the Killer is meant to catch you. Looping is the only thing you can constructively do until you can set up a pallet drop or safe vault for some distance. I would say the current game demands looping. If you can't hold the killer off your team will be wasting more time unhooking and healing than generator progression.
Im not a big fan, I would like to see chases be able to last a little while before the killer is right on top of you and you are forced to loop or all else 360 and pray.
Ok but like, that chase time until you start looping is spent running in a straight line. Not exactly engaging gameplay for anyone involved.
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Hillbilly is good because his non-antiloop non-tracking abilities are so insanely good that he makes up for having no anti-loop or tracking or stealth or stall or anything like that.
His short patrol times and instant downs are just that good.
Which is why bubba who has less than half of that is a ######### killer.
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@yourfavcampingbubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1324088#Comment_1324088
Wrong, hillbilly and nurse were the first attempt.
He is a lil bit of anti loop and anti-stealth
Hillbilly was one of the first 3 killers and has no anti-loop.
Trapper would have been a much better example since his power is actually an anti-loop power.
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too specific
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1321331#Comment_1321331
The thing is... When it comes to character strength there is something called a powerspike. On graphs its often shown as continious line, but its not aa continous line in reality.
You can see it perfectly with devour hope, there is not power increase with each token, there is a huge powerspike at the 3 tokens.
Non-sequiter. What does the existence of perks like devour hope have to do with the manipulation of continuous numbers?
Devour hope tokens are discrete, not continuous. And they aren't even altering a single value.
PWYF would be a better example, but is still irrelevant. Perks are not developers. The devs are not restricted to using specific increments when making changes.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1320724#Comment_1320724
Yep, hag with a shoe has 112,5% speed... the thing is... change of DS speed alone will be either too small of a buff or too big.
He either needs a rework or a buff that will allow him to play in the chase better and the idea of longer lunge come into my mind when i recently played Myers and just thougth of how impactful his lunge in different tiers really is. I would say that its often more important than his instadown.
If he is underpowered at one speed and overpowered at another, then because strength is a continuous line connecting those points, there is guaranteed to be some movement speed value at which he is perfectly balanced.
Not that a rework couldn't also be used to solve the same issue of course. I just don't want you to be too hasty in discounting the MS alteration idea.
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@Snowstruck said:
https://forum.deadbydaylight.com/en/discussion/157646/key-rework-proposal
I'd just say change them completely to a different item, like lock picks or something
I kinda did. The current keys are all about the hatch.
These ones (barring the addon) are all about aura reading.
So they are mechanically speaking completely different.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1321159#Comment_1321159
Yeah but theres deserving something and then making it impossible. I'd be more on board if it were after being hooked twice.
That's a bit more convoluted to make work, especially with Killers like PH coming out.
At best it would still be tracking downs instead of hooks.
But do remember that a big part of WHY you would run the addon, is if you run into the issue of having a ######### team that you need to carry. So if you are not good enough to actually carry the game, then you don't deserve an item that facilitates that.
Plus, having it be too hard to activate is a much smaller issue compared to it being too easy to activate. So it's better to play it safe and make it super hard.
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Plus, while the addon does break, the key as a whole does not. So you can still just use the key and the 2nd addon with no additional downside post down.
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@MiniPisa said:
Hmm, I was a little on board (its not the worst key nerf i've seen) but the add-on being removed after 1 down seems so unfair. Most people aren't gods at the game so its verrryyy rare you don't get downed at least once every match. There would be no point in even bringing the add-on
The idea is that if you aren't a god at the game compared to the Killer, then you don't deserve the (otherwise) free hatch escape.
Since you DO need to be significantly better than the Killer in order to use it, the escape ceases to be free and is instead completely earned.
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While I agree with buffing Surge, I do not agree with a wording change.
It's additional because it's on top of the regression over time it applies.
It doesn't need to specify anything regarding the explosion because explosions do not have any associated regression in the first place. So any assumption about some other 10% regression is just completely made up an unfounded.
The missed skill check explosion is seperate and unrelated to the skill check regression effect. This can be proven with the tinkerer effect, which removes the explosion but does not effect the regression.
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Guys. There are numbers between 110 and 115.
If 110% is too weak, and 115% is too strong, then make it some 3rd number between the 2.
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@MadArtillery said:
Mm it's hard to beat things like speed limiters. There is hags waterlogged shoe where you give up your power entirely for 4.4 movespeed. There's also the hemorrhage bear trap addons for pig, skill check addons for pig.
4.5 MS and bodyblocker hag isn't a bad build.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1319316#Comment_1319316
Same as they do now, but more dynamic. If you have any meter left after your first blink you can charge up however much meter you have left or the natural blink window passes.
Should you lose charge if you fake a blink? Idk. I don't think that should be a thing. Just not charge any meter while holding it and only take it away when you actually blink. Maybe it will highlight how much meter it will consume?
https://forum.deadbydaylight.com/en/discussion/comment/1319311#Comment_1319311
But it's more skill based that way. You risk being at a serious disadvantage if you miss the attack. All this change would do is allow more fluid gameplay and allow skilled players to choose their hits more often. It won't make it easier to do anything; just more convenient and fluid.
https://forum.deadbydaylight.com/en/discussion/comment/1319298#Comment_1319298
Thanks, I appreciate that!
I would love for @Peanits or someone else to comment on it. I don't need a "We're going to implement it in the game" just your honest critique and opinion on it.
No but like, can you chain blink more than once?
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1314201#Comment_1314201
Spot on actually.
My arguments for your doubts:
1.) This wouldn't be a problem because fatigue would still make you wait at least 2 seconds in-between blinks. This should be sufficient enough to make enough distance to where you'll want to have some more charge before starting your blink. I didn't suggest that it should charge slowly while using your power so there is still that distinct decision of "Do I charge now and risk it or wait for more blink to have a better shot at actually catching up?"
2.) You make an interesting point. I don't know if the extra time it takes to charge the extra range on the first blink should count for more than a regular blink or the meter would scale to the extra charge time... Probably just make the extra time it takes equal to more charge consumed. That way there's less problems overall with it and the range addons come with a reasonable and logical downside. And if you use both addons for +10m that's still 2m under the range I believe which gives survivors a second or two of heartbeat unless she has some sort of stealth active.
I agree, a cap of 2 blinks but I would like everything else to stay the same as it is so no muscle memory is touched. Distance, time to charge, etc... Then we can redo the few addons that would throw a wrench into this and viola!
https://forum.deadbydaylight.com/en/discussion/comment/1314087#Comment_1314087
I like operating this idea under the principle that you get 1 full blink chain per full meter (1 fully charged 1st blink and fully charged 2nd in a row)
However, I guess this could be a way to introduce 3-blink as base again, although I doubt very little of the community would go for that.
Only problem is though that if you are proficient with 2 blinks you will be extra buffed by not using your third to save extra meter. Something to consider.
What about chain blinks? How would that work?
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You can leave the loop but he still gets value out of forcing you out of it.
If this is more or less value than what tormented would give him is situational. But either way he's getting value out of the trails one way or another.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1317488#Comment_1317488
Dude at 8 stacks you are literally right on top of the survivor in less than 8 seconds. That's still pretty machine gun-y. On Clown/Freddy/Spirit it's especially bad because of how strong they are ALREADY in a chase.
I'd need to time it to verify what you just said.
But considering how much distance you can get off a hit normally, a solid 6 seconds of distance (which I KNOW it's not less than) is still enough time to get to another tile and drop a pallet. Maybe not enough to get out of a dead zone with no good adjacent ties, but that's kinda the whole point of bringing the perk. That and dealing with groups.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1316926#Comment_1316926
That doesn't matter. It's pretty easy to get max stacks. And once you have them it's ridiculous how fast you recover. Clown, Freddy, and also Spirit are basically right on top of you seconds after you get hit.
Reduce the max tokens to 6 and you lose 3/2/1 tokens when you hit the obsession. Makes it more fair for both sides. Survivors don't have to deal with a machine gun m1, and killers can actually hit the obsession and not flat out ignore them the entire game.
It caps out at a 40% reduction after you've built it up and you can't use it on the Obsession. The machine gun build was 55%, had no wind up time and could be used on all 4 Survivors.
40% isn't a problematic number to cap out at given the amount of effort you have to go through. It's enough to be a good payoff for it's build up and to make up for the downside of having to avoid hitting the Obsession. If you lower the payoff people just won't run the perk, which is the problem too many perks have already.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1316652#Comment_1316652
It kind of is though. Especially on Clown or Freddy. They hit you and are basically instantly right behind you. It's machine gun all over again.
Yeah but you have to spend the entire first half of the match getting to that point.
It's not like you can just do it whenever, especially on a Killer like clown who can't avoid losing stacks to the Obsession.
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If he's boring then the solution is a sidegrade, not a nerf.
Otherwise what you are left with is at best fun but underpowered.
An example of a possible sidegrade would be removing the oblivious portion from being asleep, since that negatively impacts both Killer and Survivor builds.
Any buff implemented as the same time as a nerf of equal magnitude could overall be taken as a sidegrade as well.
For example: gen teleport starts out off cooldown, but snares take slightly longer to place.
Or
Snares are faster to place and have a larger slowdown, but you move a bit slower while placing them.
Or
Fake pallets are available at the same time as snares and teleporting is faster with a lower cooldown. But he becomes the first 4.5 MS Killer (112.5%).
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Updated due to having a 3rd seal + trail of torment combo pointed out to me.
The combo makes trail of torment work like it should be anyways.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1311899#Comment_1311899
You don't mind if I use this or your other comments in my Petition to let him keep this ability do you? I'm writing it at the moment, and I want to get both sides arguments and let the community decide who to side with.
Of course not. Go for it
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1311851#Comment_1311851
Part of me understands what you are saying (the "survivor encountering a new killer" part), but otherwise, I'm not seeing how it's anywhere overpowered in comparison to the killers we already have in the game. If anything, the ability to 1 shot in very specific circumstances, is less likely than the rest of them. You mentioned Leatherface, but unlike LF, The Executioner (Pyramid Head) has to literally be touching the survivors, whereas LF can be 1 meter away at his powers activation and still hit them. Your last 2 points:
- If the Killer is point blank and successfully presses M1 after a 1 second channel without the Survivor predicting it, then the Survivor is dealt 2 damage
- If the Survivor preforms a vault/drop action and the Killer predicts it and is point blank the Survivor is dealt 2 damage.
These are highly rare and situational times in a match. The first being that the killer caught/blocked a survivor in a corner, or the survivor didn't preform a 90 degree turn before he struck, at which point even Trapper can instant down from the corner attack, or Huntress can down them with a basic attack right after her Hatchets cooldown. The second being that the killer is literally touching the survivor before and when they vault... Other killers like Billy and LF don't have to be that close to pull this off. I get that it's a new killer, and that a bug allows them to pull off a move that they weren't intended to, but due to how difficult it is to pull it off, and the fact that other killers do it better without having the "touching distance" precondition, why is this a bad thing?
The point is that difficulty is irrelevant. At any given moment he will either do it or he won't, and the question only matters when the answer is "yes he does".
And a Killer that both saves a ton of time on hooking, has a ranged attack, has an attack that travels through walls, has a tracking ability AND has a base kit instant down on top of all of those things is a problem. It exceeds his power budget.
Basically all you really need to do is note the following:
1: If you ignore the instant down bug, the Killer right now is balanced or at least close to balanced
2: Even a single instant down is a meaningful power increase
3: Therefore, the Killer with the bug being used is a balanced Killer plus a meaningful power increase
4: A balanced killer plus a meaningful power increase is an overpowered Killer.
5: Thus the bug when utilized makes him an overpowered Killer
We aren't actually evaluating him like this because people are not utilizing the bug. But regardless of how difficult it is, people are going to utilize it and he will be overpowered when you do.
The reason this isn't a problem with perks such as haunted grounds is because perks have a power budget of their own separate from the Killers power which accounts for where the power spike can afford to come from.
This is also why mori's are so insanely overpowered. They take a slot that has a power budget of nearly 0, but is extremely impactful, thus it massively exceeds it's power budget. Contrast Tombstone Myers which takes a much more valuable addon slot, or Devour Hope which takes the even more valuable perk slot.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1311761#Comment_1311761
Because your grandma was a Nazi? I don't follow...
All reaming/joking aside, again I bring up the Shapes unintentional bug: Originally when shape stalked you over a certain percent, as a survivor you would hear a Sting sound notification. From 1.5 seconds - 7 seconds you can hear this audio effect in the following video:
https://www.youtube.com/watch?v=6Hsjq2aGNqY
An update happened a few months after this release which removed that sound bite. Afterwards, the bug was praised for making him actually better because it made survivors look around more, and made the atmosphere against him much more intense. Given that he is a Tall killer with a bright white mask, its wasn't seen as a problem and the Devs let that bug remain as a feature for him.
The Executioner "1 shot down" (really a rapid 2 shot) is a similar bug in my opinion, in that it only makes him slightly more intense to go up against, but unlike Shape, requires more skill and a degree of luck in order to actually pull off. I've already mentioned other killers in the roster that can do the same given the circumstances, but one thing I neglected to mention is that none of those other killers have to actually be touching the survivors with their character model to pull off their 1 shot downs. If anything, this makes him still weaker than the others in the roster.
So why not implement this bug as a feature for him instead of simply squashing it?
Because of power budgetting.
Each Killer (or perk when appropriate) can only have so much strength in their kit. While a Killer can get more strength with more skill, this progression eventually tops off and if that top is too strong then it becomes a problem.
Basically, when looking at a power like this (the instant down portion) we first evaluate it while only looking at the successful uses. This is because failed uses are identical to if that aspect of the power didn't exist, and thus doesn't really help us except in that it provides a point of comparison.
So the scenario is that we have a Killer who's power is:
- If the Survivor preforms a vault/drop action and the Killer predicts it the Killer deals 1 damage to them
- If the Killer predicts the Survivors movement while LoS is broken he can deal 1 damage to them
- The Killer can create a path that if the Survivor tries to loop through torments them, saving time on a hook later, and reveals them.
- If the Killer is point blank and successfully presses M1 after a 1 second channel without the Survivor predicting it, then the Survivor is dealt 2 damage
- If the Survivor preforms a vault/drop action and the Killer predicts it and is point blank the Survivor is dealt 2 damage.
Note that Several things are ignored here for the sake of a "balancing around the top" mentality. For example ranged attacks with no vault don't matter, because unless you are point blank the Survivor can always dodge the attack on pure reaction, no prediction is needed and thus the option is a guaranteed failure and will never be used unless someone is being suboptimal.
The last 2 bullet points are the ones produced by the bug. Taken in isolation they aren't OP by themselves, however that's really not the issue. The issue is that those last 2 powers are being combined with the first 2.
Being able to get a hit at strong pallet and window loops is a big deal in this game, and is a decently strong power by itself. The cage mechanic rounds it out allowing for out of LoS hits to happen more frequently.
However, the instant down is ALSO nearly strong enough to qualify as a power on it's own. Heck, it's called leatherface. If we gave leatherface the tormented mechanic he would be a pretty good Killer.
If your argument for why it's fine is only that it's hard, then that really is no justification at all. Hard mechanics are used by less people, and for those people it may as well not exist, and for the people that do use it the balance implications are independent of whatever arbitrary amount of effort they happened to put in.
For example skill checks on gens needed to be nerfed because the people that were able to hit them consistently were completing gens too quickly. The exact number of people who were hitting the skill checks isn't relevant, only that when they did it becomes a problem.
It's the same deal here. It doesn't matter how frequently the instant down lands, the issue is that if and when it does land it's problematic due to putting too much power into a single kit.
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@HURRI_KAIN said:
All joking aside, I saw the video by Otz, and he was showing that P-Head can teleport someone to a hook/Box in like 2 seconds. That is seriously OP. That gives the killer SO much extra time, and takes away SO much chance for good plays by survivors, completely ignores DS, Unbreakable, Boil Over, flashlights, the increase wiggle perk, and many more. But the main problem is the several minutes that the killer will not be transporting to the hook over the course of the trial.
The ranged AoE is pretty OP too. But let's talk about one thing at a time.
The only thing I can think to balance such OP is decreasing his base speed.
Why is a power designed to save time, successfully saving time as per it's explicit purpose, a problem?
You haven't explained why it's OP, you've only explained what it is and then just asserted that he is OP.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/1311121#Comment_1311121
That would make it a very cool perk, but scary in the hands of good survivors
I mean it's not like it has no counterplay. Any kind of mid-chase stealth perk is inherently countered by good prediction skills.
Still, miles better than what it is now.
Imagine this Calm Spirit + Iron Will + Q&Q + Dance with me
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@Peanits said:
As far as it's concerned, everything that happened in the games before they were taken by the Entity is canon. Once they're taken by the Entity, they are forced to do it's bidding.
The movies are not canon, though. Just the games.
also the entity was actually the Dog all along
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My suggestion is making it hide your scratch marks and blood splatters for 3 seconds after you are hit by the Killer.
This makes the "no scream when hit by the killer" part of the perk actually useful. Since he can use the brief moment after being hit to lose the Killer with the speed boost.
You could very easily use it as part of a "vanish" build.
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@DelsKibara said:
I'm still trying to think up of one for Spirit right now with the new Killer perks.
I guess Deathbound + Sloppy would be a good combo? Forcing Survivors to stay injured for longer as well as punishing them for healing up.
While the information is good, the thing about Spirit is that she doesn't really want to mess with her terror radius too much. So she's not the best user of the perk.
Oni or Clown would probably be the best but they would just slot it in as a solo perk in some other build, rather than making a full build around like what I have in the OP for Legion.
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@MadArtillery said:
Sounds interesting hope we get a werewolfy at some point. Seems like you're version would be pretty fun too. Switching between sneaksy and big wolfy boy sounds like a fun mechanic.
Your perks are actually good, useful, balanced additions by the looks of it as well which I like. The devs giving killer good perks is probably a complete pipe dream at this point but it's a nice set.
Thanks. My first take at this didn't really make the Human form very stealthy, so a lot of people gave me feedback about how it was completely outclassed by the wolf form and that the taint mechanic wasn't enough to make it relevant.
So this version goes full stealth mode and taint is massively stronger. Before it's only impact was this versions 2 token effect of slowing feared survivors, but now there's all sorts of other effects with the token system. Definitely a massive improvement over the old version.
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That last one (deathslinger) was actually true.
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Notable improvements from V1:
- Wolf form now has a prerequisite before being used (but once met can be used as much as the player wants)
- Human form now has undetectable instead of just a low terror radius
- Taint now has a more interesting function of gradually powering up the wolf
- The Stronger effects of taint now locked behind the beast token system
- Said stronger effect make the aura reading addon from V1 basekit sort of
- Removed the akward mechanic of the Survivors disabling wolf form
- Taint is removed in down instead of hook due to it's new function of powering up the wolf permanently
- Most addons reworked
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Thanataphobia actually does count caged Survivors towards the buff, probably because they are still injured while in the cage or something.
Huntresses Lullaby still gives a missed skillcheck regression penalty even with no stacks. So it isn't useless although it does lose a ton of value.
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New perks means new combinations to test out and stuff. They have an ok (aka like 50/50) track record of making at least interesting perk (track record of genuinely good perks is much worse of course).
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/1300738#Comment_1300738
The point is they've been nerfing survivor since the game was released, and killer only gets nerfed in extreme situations (spirit beads) or in the case on bugs/ exploits (which are not really nerfs but the killer community call them nerfs)
That still is to be expected. Survivors were insanely overpowered on release, so all of those nerfs were necessary to get the game into a more balanced state, and for many killers still isn't quite there even.
Luckily we have finally gotten to the point where a majority of Killers are red rank swf viable and the ones that aren't are going to be looked at soon (specifically they are looking at clown and bubba).
This means that it wouldn't be unreasonable for things like bloodlust to be nerfed or some of the stronger red addons like the huntresses 1 shot hatchets. Not to mention mori's of course.
Meanwhile on the Survivor side keys need a rework and then that's pretty much it for major balance issues. The rest is either numbers changes to things like DS and a ton of perk buffs that need to happen on both sides. For example they mentioned giving a gameplay altering effect to WGLF, which would be really cool.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1300672#Comment_1300672
The entire map on every map is a dead zone 😂 they keep destroying loops. Few are even solid loops now. There’s a strong side and a weak side to every loop but why is it that these pallets are useless 😂 why do they put walls a foot wide on either side so the killer can just walk around? Is it not intended to cut the killer off while you’re running from him?
No, it's intended to make him take a slightly longer path, not to stop him from chasing you at all.
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Literally never seen anyone claim he has no counterplay.
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@Raven014 said:
I like most of these. I would change these though:
Flip Flop: 80% instead of 100%. It would be stronger and more rewarding, but it does not fully take away from a killers down if they have to deal with other survivors nearby first.
Remember Me: revert to 6 stacks (old Remember Me), but make it so that closing the hatch only applies half of them.
Thana: Make dying survivors count as stacks.
Territorial Imperative (just a rewording for clarity): Survivors who enter the basement have the undetectable status as long as they are in the basement. The effect lingers for 10 seconds after leaving the basement.
Their Auras are also revealed to the killer for the duration of the oblivious effect.
I already made flip flip 80%.
Making thanataphobia count dead Survivors wouldn't help anything. That's not the kind of playstyle people take the perk for, so it's not a productive buff compared to just boosting the effectiveness on injured Survivors.
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Also this has nothing to do with SWF
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No. Futile. Killers can prevent themselves from entering a chase. So when balancing chase effects, do it with the assumption that the Killer will do whatever he's doing but not in a chase if a chase is worse than not being in a chase.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1296108#Comment_1296108
Addons are pretty generic and only "buff" the character
something should change the way the power works like when the doc makes pallet illusions or snares on freddy
Annnd what does it look like ? The spector I mean
Hell if I know. I just think of cool mechanics and attach a fitting sounding name to it. I've been using they because I don't even have a gender in mind.
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@emptyCups said:
so hag wraith ?
With hag strong for her teleports
And wrath strong for his stealth approach
I see you've taken the worst of each to use them for both
110 for a killer with no mobility is gonna be rough rough rough ur looking at 3E every game
Neat perks tho I'd use them in builds and stuff
Obliv doesn't work for against SWF
Drastically increased the numbers on his Undetectable.