NuclearBurrito
NuclearBurrito
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Also Void Strike is not an increased lunge range.
Yes it travels slightly further than a lunge does but it also doesn't work like most attacks. Specifically it deals damage to Survivors you move through. This means for example that you can never hit a vaulting Survivor with a Void Strike because you can't travel through a vaulting location with it.
The function of the Void Strike is both an instant down and crowd control, not gap closing or anti-loop like Demogorgons Shread
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@Zenbe10 said:
"To regain their soul Survivors must head to one of 3 Sacrificial alters. While healthy a Survivor may take 4 seconds to sacrifice a health state at an alter to become injured but regain their soul. Alters cannot be used while the Survivor is injured."
This... is too much. There should not be a negative penalty for removing a negative condition. This would be akin to losing a health state after removing a Pig trap, losing a health state after using a Freddy alarm clock, losing a health state after cleansing at a Plauge fountain, losing a health state after snapping out of it from the Doctor, losing a health state after escaping a Trapper bear trap (which can only happen with a very rare add-on)... In fact, there is no method in the game for a survivor to purposefully lose a health state to avoid a negative effect, and it's that way for a reason.
Add on to this that unhealthy survivors are permanently stuck with the massive debuff with no way of removing it without healing and then immediately going BACK to being injured makes this oppressive. Plus sacrificing a health state is pointless if your soul can be immediately reaped again while you're still injured from regaining your soul. PLUS you're effectively exposed against a killer with an increased lunge distance and at a 5% speed decrease as compared to a chase with a 115% killer if you ignore getting your soul back and just heal. A power like this would be way too frustrating for survivors, and you'd get people DCing after their soul gets reaped (especially if they're hooked afterwards) because the grind to get back to a normal health state is crazy and easily/instantly undone.
As a final note on the logistics of this power, there is no restriction on stealing the souls of downed or hooked survivors. So you could steal someone's soul, Void Strike them so they go down and regain their soul, then steal their soul again before you hook them. The Reaper should definitely only be able to steal souls from completely healthy survivors, and even then I think this power with no other changes is still very over-powered. (P.S. Why does Void Strike not regrant a survivor their soul if they're already injured? It's still a vastly improved attack)
Void Strike giving souls back to injured survivors is negative utility. If it didn't work like that it would only be used on Healthy Survivors or Survivors who have their souls still thus massively reducing it's utility.
You wouldn't be able to take the souls of downed or hooked Survivors, much like how Doctor can't shock them to build up their madness and Ghostface and Myers can't stalk them. Plague is the only Killer than can use a power like this on Downed or Hooked Survivors.
As for why regaining your soul injures you:
First of all, there needs to be some way to get your soul back. Otherwise he can just apply the effect once and then it stays on for the entire game, while this could in theory be balanced it certainly wouldn't be very fun and it effectively makes half of his kit (the part that steals souls) completely redundant.
If regaining your soul is easy or cheap then they can just do so continuously thus rendering him powerless for the first half of all chases and makes him a ######### Killer even if the effects from his power are good, since the effects only being present in a chase after being applied in that same chase do not make up for his 110% movement speed, and I've already said above why he needs to be 110% for this entire thing to work.
So now why injury specifically as the cost? First of all it is something Survivors have shown willingness to pay as demonstrated by the Plague. While this case isn't completely different it does have some similarities in that you would rather give up a health state than give the Killer an easy chase. In other words as annoying as this is it's also one of the few strong effects that Survivors don't tend to complain about (compare more direct slowdown like Legion or Doc)
Additionally this allows for more play-style variety for Survivors against this Killer. Specifically if you want the health state more than the 10% more MS is a choice that Survivors can make, and unlike with the Plague the Survivors don't all need to agree and aren't screwed if some people chose differently than them (unlike Plague who screws over broken Survivors if someone cleanses).
But why does this also prevent already injured Survivor from using the Alters? First of all this curbs the anti-heal meta against this Killer. Since if can stay injured and keep removing the debuff then you can effectively ignore the cost of the Alter thus causing all of the problems I've already mentioned and effectively making this Killer a Plague with a slower patrol time. Trying to stay injured AND while soulless is obviously a bad idea as well, so this is a Killer you want to heal vs.
Now why does he need all of this power at once? Because he's a 110% Killer. And while in a chase he can still close the gaps with the 10% slowdown he still needs to be able to handle his biggest weakness: Patrol times.
This is the only 110% Killer that doesn't have an instant gap closer, fast patrol times or both.
Spirit, Nurse and Hag all have movement based abilities that can be used to set the distance from a Survivor to 0 in a chase and outside of one. Huntress can't move with her power but doesn't need to due to having so much range. And more importantly all of these Killers completely negate the standard Pallet and Window dynamics.
This Killer does none of that. Void Strike's range while larger than a lunge is smaller than other Similar abilities by a lot other than Leatherfaces because LF sucks. He doesn't negate pallets at all and even while soulless you can force him to break pallets often ect ect ect. These weaknesses are unique to him and NEED to be addressed to make him work. So he NEEDS effects that are on paper extremely strong.
Heck even with everything I just stated I still don't think he'd be very good. Which is why the TR thing exists, without mobility or a way to finish off Survivors bypassing defenses he needs an entire bucket list of benefits.
TLDR: Unless you want regaining your soul to take like 30 seconds or something super long like that there needs to be a strong penalty to doing so. Injury is one that fits well into the meta. Injured survivors doing it anyways would break the entire dynamic. Anything less makes this a bottom tier Killer.
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@Raven014 said:
This is a far more balanced version of the Reaper than any I've ever seen. I'd actually want to play this. Great job! : )
Thanks! Hope everyone else agrees.
I'm pretty sure I made a post somewhere about how on a fundamental level 110% Killers are better in terms of design.
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That's easy. I don't have hag.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/782701#Comment_782701
Kinda surprises me that people actually think that. She's still by far the strongest killer in the game in the right hands.
Well I'm not the one saying it so I don't feel the need to justify it. But some people do so eh.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/781207#Comment_781207
Oh. I didn't know they removed Hag, Huntress, Billy, and Nurse.
Some people would say they removed Nurse. So yeah, that's a thing now I guess.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/781348#Comment_781348
Yeah it just hard to think about how often you are within 32 meters of another survivor. Like I said I'd have to see that in action before I can make a good judgment about it.
That's easy to test. Just run bond for a few games and see how often no Survivors are in range.
Yes it's technically 36 meters not 32 meters but it's close enough. If you want to be sure then just run it at Tier 2 for 28 meters to get a low estimate.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/781597#Comment_781597
A beetle. His name is Terry.
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Just realized I forgot to add tiers. So I fixed that.
The action speed buff scales with tier.
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I wouldn't have it hide physical evidence, preventing vision on you is strong enough, especially if it hides aura as well.
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@SkeletalElite said:
10% move speed is a huge penalty. Even a small move speed penalty like 2% is a pretty big difference. Either it needs to be move speed only and a much smaller penalty or actions only. Freddy snares and clown bottles do 15% for reference so you can see how having 10% constantly is a pretty insane effect.
Edit for the perks:
Hex: Despair: good survivors dont heal anyways. I guess it kinda counters adrenaline if its not gone by then
Isolation: Seems good, would have to not be able to see the progress on it though otherwise its kinda whispers+. Possibly too good but hard to tell without seeing it in action.
Unpaid Dues: hold m1 more perk bad
Btw regarding isolation, I think it should see the progress.
This would essentially tell you how many Survivors are not within a certain radius of another Survivor.
Whispers tells you how many Survivors are within a certain radius of YOU.
The second effect is by far the more useful of the 2.
However, the movement speed from isolation is designed to not be super common to activate in order to keep it in check (I probably overdid that but still), otherwise it would be OP.
The thing is that since it won't activate reliability it needs a more reliable secondary effect to maintain its usefulness. Hence getting small amounts of info from the charge.
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@SkeletalElite said:
10% move speed is a huge penalty. Even a small move speed penalty like 2% is a pretty big difference. Either it needs to be move speed only and a much smaller penalty or actions only. Freddy snares and clown bottles do 15% for reference so you can see how having 10% constantly is a pretty insane effect.
Edit for the perks:
Hex: Despair: good survivors dont heal anyways. I guess it kinda counters adrenaline if its not gone by then
Isolation: Seems good, would have to not be able to see the progress on it though otherwise its kinda whispers+. Possibly too good but hard to tell without seeing it in action.
Unpaid Dues: hold m1 more perk bad
That's why he's a 110% Killer.
If this was a 115% Killer it would be broken, but this way it's at the cost of having trouble closing the initial gap before he can reap and having longer patrol times.
He needs the movement speed slowdown to be greater than 5% because otherwise he's objectively worse in a chase than every other Killer in the game. And he needs the action speed slowdown because he's the only 110% Killer that doesn't have either range or a movement ability.
And the situational stealth and free health states are there because the direct effects on Survivors are mostly making up for the weaknesses of a 110%, making those 2 effects the ones that give you a real edge over other Killers and not the 10% action debuff.
And of course if we remove those too and just make him a 115% Killer then Survivors could easily just not bother getting their souls back and just leave him as a Ghostface but slightly worse due to not having undetectable or tracking (both have an instant down).
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/780587#Comment_780587
So basically make a portal and use of the abyss randomly? lol
If you're bad then go for it.
Instead I'll strategically place them at gens and shut down all progress after the first 2 gens. Use of the abyss for a split second ever so often and then teleport from gen to gen like a much faster Freddy with extra info. Worst case scenario someone cleanses a portal successfully and I teleport to the next closest portal to get the hit.
That or just ignore the mechanic and place the portals behind walls alongside other methods of tracking like BBQ so you can use the portals for ambushes.
Or ignore portals entirely and focus on letting Shred win you chases.
It really depends on your play style. He's pretty versatile.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/774316#Comment_774316
https://forum.deadbydaylight.com/en/discussion/comment/774514#Comment_774514
I like the sounds, i don't think they should remove any sounds. I also wonder about Of The Abyss because does it show you where people are if they are healthy? or only injured? The Lackluster is definitely there, everything he does just requires so much time wasting lol
It shows you where they are if they are on/near an active portal regardless of health state.
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Added the addons. Please give feedback.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/779778#Comment_779778
Oooo can I nab your idea and put it in my Legion thread and credit you?
Of course. I deliberately put it out to the public for a reason.
Though I would again like to point out that the legion fix specifically is solely geared towards fixing his balance issues and thus is not the best overall fix.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/780199#Comment_780199
That's good then honestly what survivor gets down to Deep wounds the only time I seen a survivor go down to Deep wounds was because it was a freddy
I have a legion meme build that utilizes the mechanic.
Basically I put dark devotion on the Obsession and then use Franks + SWS to down someone else while it's up, and then infectious tells me where the Obsession ran to.
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Infectious Fright works any time a Survivor is downed.
Pretty sure this means even super indirect things like a Survivor going down to DW should proc it.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/686901#Comment_686901
Like chainsaw now takes 30 seconds to charge up but lasts for 60 seconds? That would be awesome. Especially with no collision
Imagine holding someone in a corner to instant down them.
Just 30 seconds of revving the saw but nothing actually happening.
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Prayers Beads + MDR = Free win.
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Piggy: Free Hats clearance event
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Oh! I have a thing for this
@NuclearBurrito said:
These changes are meant to go together:
- Ambush now plays the roar during the attack rather than while charging
- Crouching now takes 1 second
- Couching speed now 4 M/S (up from 3.68)
- Searching boxes takes 20 seconds
- All boxes will have a different Key. Any 2 different keys will unlock the RBT. No RNG required.
- If a generator is completed while a RBT is active it's timer loses 30 seconds. Thus if all 5 gens are popped back to back then someone with RBT will be guaranteed to die if they have no keys.
- The Killer can see the RBT timer on the UI. They can already just count in order to get the information anyways so there is no point it trying to hide it.
Addon Changes:
- Combat Straps - Decreases time to crouch by 0.2 seconds (down from 0.3 due to the effect being base kit)
- Razor Wires - Also increases Skill check difficulty
- Jigsaws Annotated plan - Increase the number of jigsaw boxes by 2. Increases the number of required keys by 1.
- Jigsaws Sketch - Increase the number of jigsaw boxes by 1. Increases the number of required keys by 1.
- Amanda's Secret - Also grants 2 additional RBT's
- Amanda's Letter - Reduces the Number of Reverse Bear Traps by 2. Reduces the Number of Jigsaw boxes by 2. Reduces the number of required Keys by 1.
- Bag of Gears - Increases search time by 10% (down from 14%). (total of 2 seconds of extra search time up from 1.68)
- Crate of Gears - Increases search time by 20% (down from 30%). (total of 4 seconds of extra search time up from 3.6)
@NuclearBurrito said:
All of these changes go together:
- Shock Therapy now has a default range of 12
- Shock Therapy now applies 25 madness points (down from 30)
- The Shock field now applies 5 madness points per second at minimum distance (up from 2.5)
- Madness 1 now requires 25 madness (up from 5)
- Madness 2 now requires 50 madness (down from 55)
- Madness 3 now requires 75 madness (down from 105)
- Snap out of it now takes 15 seconds (down from 12)
- After Snapping out of it the Survivor cannot be put into tier 3 again for 15 seconds. This will be indicated on their portrait by a clear circle blocking out the static surrounding them. They may still gain madness but it will cap at 74.
First of all a little bit of an explanation behind how Madness works:
Passively based off distance while in treatment mode the Survivors build up madness. They lose madness when not interacting with anything, crouching, or in a locker.
In any case madness won't lower below the thresholds of each tier. This means that once a Survivor reaches madness 50 they will never go below 50 madness for the rest of the trial. This means that with these numbers the Doctor can simply shock a Survivor and doing so will always increase their madness by exactly one tier.
This also means that his power is less for early game tracking immediately and more for stall and tracking throughout the game.
For chases having faster and longer range shocks is also a godsend in a chase.
The 15 second clause after snap out prevents easy abuse with an impossible to break 3 gen strategy. If 15 seconds is too much then it can easily be lowered.
Addon Changes:
- Moldy electrode - Increases shock stun duration by 0.2 seconds
- Polished electrode - Increases shock stun duration by 0.3 seconds
- High Stimulus Electrode - Increases shock stun duration by 0.5 seconds (all 3 of these are because the range was increased and further increasing it via addons could get out of hand)
- Scrapped tape - Reworked, now Ultra rare: Survivors move 30% slower while stunned. Movement speed while in Treatment mode increased by 0.1 M/S. Movement speed in punishment mode decreased by 0.1 M/S (Doctor needs a second ultra rare)
- Interview Tape - Now has a 25 meter range. (with the basekit range increase the drawback isn't really worth it. So increasing the benefit makes sense)
@NuclearBurrito said:
Disclaimer: This is NOT an attempt to restore legion's former niche (as much as I would love to make that work). This is simply an attempt to fix his balance issues so he isn't ######### tier. Thus unlike other suggestions I have made regarding Legion this is simply trying to make Legion as he is now into a good Killer such that it can actually be implemented. If you want to see how I'd fix old legion I have a seperate thread on that. Specifically this one:
Now for the fix
These changes are all meant to go together:
- M1 attacks no longer drain Frenzy at all
- Killers can see the deep wounds bar draining
- Deep wounds prevents preforming channeled actions besides mending and unhooking
- Frenzy moves at 5.4 M/S
- Frenzy window vault speed is now 0.9 seconds and pallet vault speed is now 1.1 seconds.
- Fatigue time is reduced by 0.5 seconds per Survivor hit in a single Frenzy (without DW).
- Frenzy base fatigue time reduced to 3 seconds (thus the minimum fatigue is 1 second if you hit all 4)
- Frenzy cooldown is reduced to 15 seconds
M1 attack draining his power never made sense. Still doesn't
Killer seeing DW means Legion is now better at tracking and it punishes not mending.
Preventing channeled actions further punishes not mending.
Increase Frenzy speed and vault speed means he's more likely to get chain hits. DW still is extremely unlikely to down and such this isn't problematic.
Fatigue time being reduced by chain hits (default is still 4) means he has an actual method of downing Survivors. Hit them all and then M1 the last one with a very small to nonexistent fatigue for a relatively easy down.
Addon changes:
- Pins - The change about working on first hit happens
- Friendship bracelet/Never sleep pills/Susie's Mixtape - Increase terror radius during Feral Frenzy by 4/6/8 meters (gives them more perk synergy)
- Franks Mixtape - Hitting a Survivor with Deep Wounds inflicts Oblivious for 15 seconds
- Fuming Mixtape - Also increases Frenzy Duration by 3 seconds
- Julies Mixtape - Slightly increase Frenzy movement speed (+0.1 M/S)
- Joes Mixtape/Cold dirt - Considerably/Tremendously the time required to refill the power gauge
Pins are being changed anyways. No reason not to support this.
KI addons now synergise better with perks related to this stuff
Franks now causes DW to drain over time for a bit and gives it more utility, while also making sure it doesn't stack with itself due to the new Cold Dirt AND means it can effectively do more "damage" without being abusable (shortest time to down possible is 30 seconds which is longer than what you want)
The fatigue addons needed to be change due to the new fatigue mechanic only working at specific values. Having addons effect them would make it much harder to balance, thus making them effect other things such as cooldowns and speed solves the issue.
@NuclearBurrito said:
All of these changes are meant to go together:
- Stuns while invisible don't last longer than normal (but still kick you out of cloak)
- Lightburn stun only lasts 2 seconds (down from 3)
- While cloaked you move at 5.4 M/S (Up from 5.04 M/S)
- While cloaked you preform break and vault actions 15% faster
- The Wraith is completely invisable while cloaked to Survivors 16 or more meters away and has the shimmer when within 16 meters. Standing still decreases that range to 8 meters.
- While uncloaking the Wraith doesn't ring the bell until 2 seconds into the animation
@NuclearBurrito said:
No not a full on rework. As fun as that sounds, it's not the best idea considering that he's always going to have a chainsaw.
These changes all go together:
- Change Bubba's MS to 92% up from 87.5% while charging his chainsaw. This is the same as Billy
- Bubba no longer gets stunned when hitting a non-survivor object, he just keeps going anyways. This will go through pallets but he can still be stunned if it's dropped directly on top of him.
- Movement speed during his rampage is increased to 125%
- Charge time is increased to 2.35 seconds (up from 2.1 seconds) for reference Billy's is 2.5 seconds. Basically beasts marks is now basekit.
- His rampage is changed to 3 seconds flat down from 3.26. This is a mostly side grade as it means if they jump through a window you aren't punished for as long. The distance he travels is the same as now with the speed increase
Addon changes:
- Chili/Award winning Chili - Moderately/Considerably (10/15%) increase the rampage duration. No longer effects object penalty because that's not a thing. (because these add-ons do nothing now)
- Carburettor Tuning Guide - Now ultra rare. Values increased to match new rarity: Decreases the charge time by 20%, Decreases the cool-down by 20%, Reduces the sound range by 40% (because it's the wrong rarity now and he needs ultra rares)
- Light chassis - Now ultra rare. Slightly increase your movement speed while charging your chainsaw (up to 95%) and you may now cancel the rampage at any time. (Object penalty no longer exists and he needs a 2nd ultra rare)
- Depth Gauge Rake - Now very rare. Decrease the rampage duration by 10%. Each time you hit a survivor with your chainsaw extend the duration by 1 second. (Same as Light chassis minus the ultra rare part)
@NuclearBurrito said:
These changes all go together:
- The Trapper now has 5 traps (down from 6). All of which start in his inventory. He doesn't have to worry about going around the map finding them. He just has them immediately
- It now takes 2 seconds to arm a trap down from 2.5
- Trapper no longer gets caught in his own traps
- Escaping a trap yourself now takes 6 seconds and doesn't care about the luck mechanic. Honestly can we just rework luck? This is the only Killer in the game that gets screwed over by an offering right now.
- Using the secondary action key the trapper can now re-arm a trap without picking it up. This takes 1.5 seconds.
- Traps are now 10% larger than now
Addon changes:
- Trapper Sack/Bag/Stitched Bag - Now grants the trapper 1/2/3 additional traps. For a total of 10 if you stack the Trapper Bag and Stitched Bag
- Serrated Jaws - Now inflicts Mangled
- Rusted Jaws - Now inflicts Broken for 45 seconds
- Wax Brick - Increases Trap size by 10% (that is, 10% larger than the already increased trap size, and thus is more than 20% bigger than now). Doesn't effect escape odds because that's not a thing anymore
- Fastening Tools - Now Tremendously increases rescue and escape times (up from considerably). Doesn't effect escape odds because that's not a thing anymore
Should help a TON with the Trappers viability. His set up time in particular with not needing to find his traps first and a faster arming time.
Making escaping more consistent means luck offerings don't screw him over for no reason.
@NuclearBurrito said:
All of these changes go together:
- Clown is no longer slowed down when throwing his bottle
- When in his gas the Clown moves 0.6 M/S faster (unlike with the Hindered effect this goes away immediately when exiting the gas)
- Clown now moves at 2.7 M/S while reloading (up from 1.8)
- Reloading takes 4 seconds (down from 5)
His addons are fine.
Unlike the Other Killers I've been doing fixes for Clown doesn't need that much, even if what I am proposing is big.
MS in the gas means he can trade chase potential for map potential while roaming and gets far more chase potential out of his bottles due to it also speeding himself up by the same amount.
Reloading being less punishing means he is more flexible
Not being slowed down by bottle throws removes pointless downsides.
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Nice. An even bell curve.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/778862#Comment_778862
I can appreciate that there really are bad perks that need some attention in the game.
But at the same time I do not think buffing all perks to the level of some of our meta perks is a good idea. There are some meta perks in the game today that frankly are too strong and need to be nerfed, reworked or toned down.
It seems a little haphazard or even irresponsible to want to buff everything to their level.
Imagine a survivor with four perks each as powerful as Decisive Strike. That's not going to be fun for anyone. Four perks as impactful as Ruin. No thanks.
That depends on what you are using as a reference.
For example regarding Killers I'd say Hag is a good reference Killer with a an acceptable range surrounding her that we can call balanced with Spirit at the high end of that range and Freddy at the low end.
Regarding perks I'd put Unbreakable as the Survivor reference perk with the range being Adrenaline at the high end and Botany at the low end, and for Killers Nurses Calling is a good reference with BBQ at the high end and Dark Devotion at the low end.
Of course comparing perk strengths is pretty hard when they have incomparable effects so take those ranges with a grain of salt. But the point is that there are many MANY perks that are just bad and declaring power creep is just unhelpful for making good perks that people wont just ignore.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/778804#Comment_778804
I like these perks.
Thanks <3
I really do feel like they have the most potential. They can have a strong and fun effect while the build up keeps it in check.
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A ton of perks need buffs.
And honestly, I'm not worried about power creep.
The actual reason why power creep is an issue is due to how it usually happens. Devs add a new thing which is stronger than the old thing, now the old thing is useless by comparison. Repeat when they add a new thing again.
Buffing an existing perk up to the level of other existing perks is not power creep (although it can result FROM power creep). And the perks being used as our top level are perks that have existed for most of the games lifespan.
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Yes.
The high skill Nurses won't really be that limited by the change.
The real nerf was to medium to low skill Nurses who just went from bad to worse.
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I want to see more stackable buff perks like autodidact. Some perks I've suggested to that effect:
@NuclearBurrito said:
Paragon
- When you complete a generator, cleanse a dull totem, heal a Survivor, preform a safe unhook, or take a protection hit gain a token.
- Each action listed can only give a single token each up to a max of 5 total tokens.
- Tokens 1-4 increase your non-repair action speed by 5% (up to a max of 20%) and Survivors can see your aura while within 6 meters (up to a max of 24)
- Token 5 increases your movement speed by 3% while both outside of the Killers terror radius and not in a chase.
@NuclearBurrito said:
Replace the existing text with the following:
Whenever you hit a great skill check gain a token up to a maximum of 5. Failing to hit a great skill check whenever possible will result in losing all of your tokens.
For each token while sabotaging a hook, healing, opening a chest, cleansing a totem or opening the exit gate increase the skill check odds and great skill check progression bonus by 5% and decrease skill check size by 5/4/3%
Note: For cleansing a totem and opening the gate the base skill check chance is 0%. This will increase it thus making these actions have skill checks so long as you have tokens.
Max great skill check bonus is 27%. (2% base and 25% from this perk)
@NuclearBurrito said:
No one left behind
It is inconceivable to leave someone behind.
- Gain a token every time you heal other Survivors the equivalent of 1 health state up to a maximum of 6 tokens
- For each token preform altruistic actions 10% faster and all other actions 2% faster
- Lose all tokens if another Survivor is Sacrificed on the hook.
- gain 50/75/100 % more Bloodpoints for actions in the Altruism Category
@NuclearBurrito said:
Experience breeds success
Everytime you heal a Survivor from injured to healthy gain a token up to 7.
Your scratch marks last 1 second less per token
If you are ever put into the dying state lose 3/2/1 token(s).
You get the idea
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@NoShinyPony said:
@NuclearBurrito Which role should have priority in your opinion?
Killer.
Survivors get an instant win if they get the hatch
Killers sometimes lose even after getting the hatch
Thus Survivors are the ones with an alternative counterplay in the situation. For Killers it means you are required to slug otherwise if the Survivor knows where the hatch is, even if you also know where the hatch is. And no one wants even more slugging.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/777040#Comment_777040
I would assume the intention is that (a) whoever actually completes the interaction first should "win", and (b) that both players should see what's going on in real time so that there's no latency and it doesn't feel unfair the way it does currently.
I could be wrong, that's just what seems to make the most logical sense as a design goal.
In the event of 2 Players spam clicking the appropriate button while over the hatch they'd both complete the interaction at the same time.
So the question is of course who's action takes priority? Having it come down to ping just seems like a BS way to resolve it if that's what it is.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/776800#Comment_776800
If BP Is null for balance then let's remove the BP from BBQ. Shouldn't be a problem for you, right?
It wouldn't make the perk any weaker but it would make the grind worse.
So no it's still not fine cuz it makes a non-balance issue worse.
If it was expanded to be basekit then that would be great though, preferably with a Survivor equivalent that is actually practical to use cuz they have the same issue.
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@Auron471 said:
I see what ur doing! You're using the "Big ask" strategy! As for something insane like free premium pass, so you can as for Triple BPs week and seem more reasonable!
Shush. Stop calling him out on it. We need them to think we are serious.
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@Killmaster said:
I still believe Distortion needs unlimited tokens, it's the only way to break the bbq/nurses calling meta for immersed players.
idk about unlimited. But it needs to have at least 5 or a way to get more tokens as you play (cleansing totems maybe?)
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In situations where 99%ing is beneficial compared to opening the gate entirely you should just open it yourself as Killer.
That mechanic was implemented specifically for situations like this.
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@not_Queen said:
Hey @Snapshot !
This is part of the interactions we are looking at on Dedicated Servers. We know that this is a problem at the moment and it doesn't work as intended.
What's the intended interaction?
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Anyways in my mind the most efficient way to approximate SWF info while almost never giving info that SWF didn't have anyways AND without needing any perk reworks is the following (in order of importance):
- All Survivors have their current action displayed on the UI. If they finish that objective then it displays a unique success icon briefly to indicate the action wasn't interrupted.
- When a Survivor is in the Killers terror radius this is indicated by the UI with the intensity increasing depending on distance. This can shift into a chase indicator when appropriate.
- Survivors within 24 meters of a Hooked Survivor have their aura revealed to all other Survivors.
- You may view other Survivors loadouts in the lobby.
And that's it.
There is certainly more you could do but this would be the minimum. It's enough info to make fully informed decisions and to execute team plays without voice comms or explicit communication, the rest is either actual team work skills (which is in theory the same with SWF) and plans (which is much harder to implement without effecting the games atmosphere).
But for now these things shouldn't make the game any less isolating since while you know things are happening you don't actually see the people doing it except for with the Hook (where you already see the hooked player).
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@ColonGlock said:
Survivors complaining about Kindred not being base kit remind me of killers complaining about Ruin not being base as well.
If you think Kindred is such a good perk....run it if you play solo survivor.
It's less that it's a good perk and more than it counters something important AND is effectively given freely to SWF.
The complaint about Ruin not being base kit would make a lot more sense if for half of the Killer players (not dependent on Killer choice or anything) it WAS base kit and for some reason making it not base kit for them is impossible. The remaining Killers in this case would be justified saying it should be base kit for everyone so as to not give the other Killers an unfair advantage.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/776864#Comment_776864
I can see your point. I still think it's F tier and the highly situational aspects of the perk make it needless to bring up in terms of countering BBQ. But I'll respect it has "some" uses a bit more. it's like Calm Spirit... might come in handy once in a blue moon but is overall a waste of a slot.
Now your getting it.
It's more like D tier where it's technically useful but is so limited that you really may as well not even bother.
Compare that to Deja Vu where it's never useful period or No Mither which is negative utility.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/776780#Comment_776780
And that's on top of the ton of Blood Points it gives.
It is a loaded perk. It needs a nerf.
BP is null for balance
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/776775#Comment_776775
Only 3 charges kills it though. It's rather limited for a perk, meanwhile BBQ can reach a solid 11 uses in a match. BBQ is pretty much a Killer meta perk and has been since it came out. Distortion is in the trash can with most Survivor perks.
I'm mostly arguing with the idea people are trying to say a very limited perk that can be used up quickly in a match is on the level of a match long perk that comes with BP benefits.
I mean yeah it's not a great perk, but if you are comparing it to Deja Vu and No Mither than it's definitely better than those
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/776762#Comment_776762
Maybe you shouldn't of even brought up Distortion then? Saying Distortion counters all aura reading perks is simply silly. It's like saying No Mither is a good perk. It's just false. Even Deja Vu might be stronger than Distortion cause it has a small use.
But it explicitly does.
Distortion is way better than useless perks like Deja Vu or No Mither.
It's not meta or anything nor is it even close to being a contender.
It's just one of those mediocre perks with a decent effect that is far too situational to really take full advantage of.
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Asymmetrical stealth.
I really want games in that genre
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@Toxicboii said:
https://forum.deadbydaylight.com/en/discussion/comment/776285#Comment_776285
It does? Didn't mean it like that.
Yeah something about that line just made it sound like there was an implied "only". I get what you meant but it didn't quite come out right.
Personally I think Demogorgon is better than Huntress and Freddy but worse than Hag, Billy, Spirit and Nurse. And better than everyone else I didn't just name of course too.
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@Toxicboii said:
Ok, let me actually give a halfway decent argument why the Demodog's ability is NOT useless.
Yes, it may seem like teleporting from one portal to another makes him seem weak and ineffective, but the capability to teleport from one end to the map to the other in SECONDS while also being essentially invisible to survivors definitely outweigh the cons.
True, you have to get access to a portal in the first place to teleport, but it doesn't take long to put one down in a location. 6 portals can allow for massive amounts of pressure with the only downside being to have to get to a portal in the first place. And half the time, you don't even notice it sometimes. Teleporting does save time. It saves having to walk across the entire map. Late games where the gens are separate might be where the demo boi really shines.
The effectiveness of the portals is based on the areas you place them, just like Hag's Catalysts, Trapper's Traps, and Freddy's blood pools. I have seen people do wonderfully with him, even with needing to spend time to find a portal to go into.
Demo is, at best, A tier. His ability assists in the chase with Shred, and apply large amounts of pressure through the portals.
At best A tier?
That's really good, why are you saying that like it's a complaint?
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@PGJSF said:
All I’m saying is if Freddy tunnels the survivor affected by BT he’s NOT wasting time because the DW bar will deplete as the survivor is not “in the TR” because he’s Oblivious. That’s like old exploit Legion. And I don’t think it’s supposed to happen.
It is absolutely supposed to happen.
The devs specifically pointed out the interaction when asked about the change.
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Not realizing I could scroll up on the Killer select screen.
I thought I could only play Huntress until I bought more Killers.
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@Bravo0413 said:
I'm going to play devils advocate....
Atm the devs are hard at work with the dedicated servers, they've already missed their goal for release with it being previously the end of summer and here we are nearing the the end of October and so far the players here on the forumns have only mentioned the same poor performance that dedicated servers have had. So I can imagine the devs wanting to focus down on the dedicated servers to get that project out of the way asap...
on top of the dedicated servers it the busiest time of year for them, being that its Halloween, you have contests, another chapter in the works, ranking is being reworked (which I'd like to hear a status on that) and during an interview Mcote mentioned secondary objectives ----> I can only imagine the sort of work this is...
Wait Mcote mentioned secondary objectives? Where!? That's a big deal!
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I would like a way to test stuff out in single player (specifically Killers. We can already test perks), but not as part of the PTB system.
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You win the game
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Depends on your Killer. But usually Ruin.
Never take both. They don't synergize at all and in fact have some anti-synergy