NuclearBurrito
NuclearBurrito
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The OP's example is fine since it's within the 6 rank limit.
@shalo said:
Yes, the example above is wihin their rules but this is the game I got last night, well outside the 6 level "hard limit", I reported it to the bug section.
This one however is not and should be treated as such.
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If needed for balancing purposes it can cause the Acolyte to glow the corresponding color for the duration. For the Blue orb this would be a night blue mist that instead acts as camouflage while Green and Red would be brighter.
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/768247#Comment_768247
You can't really mess up with the lunge, the bigger it gets is T3 Myers without being broken. I have an idea for this killer:
Make him a 115 speed killer, with the regular lunge and vault speeds. Make it so he has a power gauge just like freddys, but it only charges when he hits a survivors, gen or pallet (maybe when a gen gets completed or a totem gets broken) Make it so when it is charged, he can press m2 and enter "Devotion" and gain massive buffs like 20 percent in each category and additional 10 percent speed, but after devotion ends he keeps a small percentage of it.
While I get the idea there are some problems.
First of all not all categories are created equal. So having all of them get a 20% and then some smaller bonus wouldn't work since everything getting the same bonus severely limits what numbers would work.
Second of all the specialization aspect where you gain specific abilities of your choice to suit the situation is a core part of the Killer, so having it just give a single buff to everything would remove a critical part of the idea.
That being said I think I can make something along these lines work:
- Keep the token system as is.
- Collecting an orb grants a much larger buff than it currently does temporarily, but gives a smaller stack-able permanent buff like now (but not as much as now to counter-balance it).
- If you think it you should be able to use the orbs mid chase for the temp buff then the summoning and absorbing the orb parts can be separate. (summon an orb like I stated in the OP already, and then consume them instantly with M2 to get the buff)
Here's a draft for the specifics.
- Green orb: +0.2m Movement Speed and 25% Vault speed for 20 seconds. +0.04m permanent Movement speed afterwards
- Red orb: +20% pallet break speed and +50% Attack cooldown reduction for 20 seconds. +5% permanent pallet break speed afterwards.
- Blue orb: -8 Meter TR and +0.1 seconds of lunge (same as T3 Myers) for 20 seconds. -2 Meter permanent TR reduction afterwards.
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/768237#Comment_768237
Yeah but that isnt really how it works. I dont get to press e when ds is active and stun the killer, there is a whole process. The perk is very unbalanced and a lot people think ebonys should be that way, so the perk is basically a free ebony
You press space when DS is active and stun the Killer.
There are plenty of other examples of other perks that can be used to counter each other, for example Calm Spirit completely negates Infectious Fright and Stridor counters Iron Will.
If those things aren't in use then the perk is just a slight time save, which while important isn't a huge game changer like you are suggesting.
Anyways though the Perks are secondary to the Killer, so lets just agree to disagree so we can work out that suggestion of yours (which I'm still evaluating)
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That being said I'm all for hearing suggestions.
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/768233#Comment_768233
I edited it, it was the first one. Also, this killer would be too weak at the better ranks, he would be an m1 killer slower and without a lunge, and such a big terror radius would make it impossible to get a surprise attack. I have some change ideas, i will write them
I'd like to remind you that while yes that's a weaker early game the entire point is that after the game gets going he eventually becomes a Killer that can move super fast, break pallets and vault really fast as well as have a low attack cooldown or have a really small TR with an insanely large lunge depending on the orbs he takes.
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Anyways if you are talking about Ritual of Sacrifice then preventing those things is entirely the point.
It doesn't completely negate them since you still have to get the first 2 hooks, but it means you can 100% secure the Kill on the 3rd down without worrying about a last second DS or flashlight save.
If you are worried about the perk then use DS on the 2nd down instead of saving it.
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/48451/killer-idea-the-acolyte
I dont understande the power, but the last perk is very overpowered. I cant count how many times ds saved me from dying, a teamate flashlight saved or the killer got bodyblocked.
Curse of Solitude?
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Addons in general need a rework. Consumables that give straight buffs in a multiplayer game like this are just asking for the game to become imbalanced.
https://forum.deadbydaylight.com/en/discussion/91361/major-addon-item-and-overall-progression-rework
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That's just babysitter again.
I'm all for giving WGLF a benefit but I don't like this specific one.
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Does injuring count?
@NuclearBurrito said:
Lore - A loyal worshiper of the Entity even before being pulled into the fog the Acolyte is very used to making sacrifices.
Weapon - Ornamental Dagger + Blood vial (when hitting a survivor he has an animation of the blood dripping into a vial
Movement Speed - 113%
Terror Radius - 36 meters
Height - ShortPower: Blood Ritual - The Acolyte starts the game with a 10% penalty to action speed (breaking pallets and generators as well as channeling this power) and attack cooldowns, he also vaults slightly slower (-5%) and has a reduced lunge (-1 meter). Every time the Acolyte hits a survivor he gains a token for his power. He can channel M2 (3 seconds) to expend 2 tokens in order to call upon the entity's favor giving him a choice of 3 power orbs (I am flexible on calling it that). They are:
Green orb:
- Increases Movement Speed (+2%) and Vaulting speed (+5%)
Red orb:
- Increases action speed and decreases attack cooldowns (10%)
Blue orb:
- Decreases terror radius by 4 meters and increases lunge distance slightly (+1 meter)
The Acolyte starts with 1 blood token. All orb effects stack and they can each be collected more than once
Add ons from most common to least common
COMMON ADDONS
- Cursed branch: Start with 1 green orb
- Blood stained cloth: Start with 1 red orb
- Unopened letter: Start with 1 blue orb
- Talisman: Slightly increases summoning speed (-0.25 seconds)
UNCOMMON ADDONS
- Alm of Haste: Increases the effect of the green orb moderately. (+0.5% haste +1% vault)
- Alm of Bloodlust: Increases the effect of the red orb moderately. (+2%)
- Alm of Secrecy: Increases the effect of the blue orb moderately. (-1 meters, +0.25 lunge meters)
- Canvas Talisman: Moderately increases summoning speed. (-0.5 seconds)
RARE ADDONS
- Aged Alm of Haste: Considerably increases the effect of the green orb. (+1% haste +3% vault)
- Aged Alm of Bloodlust: Considerably increases the effect of the red orb. (+4%)
- Aged Alm of Secrecy: Considerably increases the effect of the blue orb. (-2 meters, +0.5 lunge meters)
- Rotten Talisman: Considerably increases summoning speed. (-0.75 seconds)
VERY RARE ADDONS
- Rotted Alm: Moderately increases the effect of all orbs.
- Cultist Robes: Orbs cost 1 less blood
- False Idol: start with 1 of each orb
- Sentimental Relic: After every 3rd that orb that is obtained, all survivors suffer from the exposed status effect for 30 seconds.
ULTRA RARE ADDONS
- Iridescent Alm: Considerably Increases all orb effects. The first orb costs 1 blood and each additional orb will cost 1 more than the last.
- Bloody Offering: Your first 3 orbs are free, tremendously increases summoning speed. (-1 second)
Perks:
- Ritual of sacrifice - You may kill 1/2/4 survivors who have been rescued from the hook after the summoning phase (Note: This only saves the time between picking them up and hooking them since they are dead on hook at this point)
- Hex: Devotion - Each hooked survivor increases your movement speed by 3/4/5%. This effect is persists for 15 seconds after the survivor is unhooked. These effects are disabled if the hex totem is broken
- Curse of solitude - A random survivor is the obsession. Anyone who does a cooperative or altruistic action with or on the obsession or has a cooperative action done to them by the obsession gets exposed for 10/15/20 seconds. The obsession gets a 5% action speed bonus to non-altruistic non-repair actions preformed alone and an additional 5% bonus for each other dead survivor
if so this is one of my favorite Killer idea's that I've made.
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It's cuz Hag.
The only viable Killer that really deals with these kinds of loops as is would be Billy. And that's only because he has an entire list of critical advantages that make up for his lack of explicit anti-loop.
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https://bloodrizer.ru/games/kittens/#
best incremental game.
It's kittens and it's far more involved than most other idle games (while still being in fact an idle game)
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/768123#Comment_768123
So the difference between old and new nurse is even bigger? Well, this just makes the argument that the nurse change is very significant much stronger
No. These differences are much smaller than the ones stated in the OP.
The OP was suggesting the new Nurse is 4.28 M/S and that old Nurse was 6.2 M/S
In reality the new Nurse is 4.96 M/S and old Nurse was 5.45 M/S.
If you actually read what my math said then you shouldn't be suggesting otherwise.
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@NuclearBurrito said:
Ok so some things regarding your math.
- Fatigue time after 2 blinks is 2.5 seconds not 2 seconds
- During Fatigue she moves at 0.96 M/S. Your math didn't include this distance at all
- While charging a blink the Nurse moves at 2.89 M/S. Again your math didn't include this distance
Second, here's the math for if you instead only use 1 blink rather than 2.
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 2 seconds of fatigue (1.92 meters), 1 second of walking (3.85 meters)
that's 31.55 total meters before the cycle can repeat and it takes 6.5 seconds which is 4.85384615 M/S
Remember that a 115% Killer is 4.6 M/S meaning this is about 121.25% effective movement speed.
Correcting your initial math would be:
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 1 second of charging (2.89 meters), 0.9 (12/13.33 = 0.9 not 0.75) seconds of travel (12 meters), 2.5 seconds of fatigue (2.4 meters), 3.5 seconds of walking (13.475 meters)
That's a total of 56.545 meters over 11.4 seconds which is 4.96008772 M/S or about 122.5% effective movement speed.
The reason why you'd use 1 blink over 2 is because that way you can immediately secure a hit if you run into a Survivor while patrolling without having to risk not having a chainblink ready.
without the cooldown it would be:
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 2 seconds of fatigue (1.92 meters)
for one blink and
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 1 second of charging (2.89 meters), 0.9 (12/13.33 = 0.9 not 0.75) seconds of travel (12 meters), 2.5 seconds of fatigue (2.4 meters)
for two which is 5.03636364 M/S for 1 blink and 5.45189873 M/S for 2 blinks
In otherwords this nerf is removing 0.18251749 M/S for 1 blink and 0.49181101 M/S for 2 blinks.
Is that a big deal? Yes. But not so much a big deal that running in a straight line becomes a good idea.
Also 155% would be 6.2 M/S or 0.74810127 M/S faster than she actually moved. So she never moved at 155% unless you are talking about addons.
@justarandy right here
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/768105#Comment_768105
Do it better then my friend. Or correct what's wrong.
I already did that. It's towards the top of this thread
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@justarandy said:
"iTs jUsT 3 sEcOndS" or "ShE iS sTiLL tHe BeSt, jUsT adApt aND giT gUd"
Literally only comes from people who never played Nurse on the highest level and have no understanding or survivor mains who want her to get butchered down.
I saw that post aswell, it's some good calculating. Thanks for making it more Reading friendly, it was the onky reason why I haven't posted it here already aswell.
Don't compliment the calculating. The math in this post is completely wrong.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/767589#Comment_767589
so that means basically you loss your second blink every time you blink to travel the map, which is a net loss too
Well do you want to have the blink ready for a chase or not?
I gave you the math for both decisions, and they are still far better off than the vast majority of Killers are.
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@OmegaXII said:
i think what people didn't realize that it's her map control take a huge hit. Instead of blinking right away, you forced to spend 3.5 sec walking instead of blinking. so you basically trade the blinking speed with walking speed in that 3.5 sec
Then just single blink while patrolling.
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I'm not going to claim that DBD is a tournament ready game or anything like that, but optimization is a core part of getting the most out of games like these and that's best accomplished by treating it like it is highly competitive
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/767509#Comment_767509
It's a shot in the dark. If I'm running at a pallet injured without Iron Will while she is phasing it is a complete 50/50. There is no pattern recognition.
Half of the times the odds are actually more against you because every Spirit player needs to run the Amulet/Beads/Wakazashi.
You can't take those interactions in isolation. If you do then you are going to lose. The pattern comes because you don't have just 1 interaction but several.
If you run by 3 pallets and she phases to the opposite side of all 3 then she's almost certainly going to do it the 4th time as well for example.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/764835#Comment_764835
Guessing isn't a skill.
Don't just Guess then. Use psychology and pattern recognition instead of picking without thinking about it and being surprised when it turns out thoughtless actions are super predictable.
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Free? I like free stuff! Where do I sign up!?
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TLDR: The math is wrong so the conclusion is false.
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Ok so some things regarding your math.
- Fatigue time after 2 blinks is 2.5 seconds not 2 seconds
- During Fatigue she moves at 0.96 M/S. Your math didn't include this distance at all
- While charging a blink the Nurse moves at 2.89 M/S. Again your math didn't include this distance
Second, here's the math for if you instead only use 1 blink rather than 2.
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 2 seconds of fatigue (1.92 meters), 1 second of walking (3.85 meters)
that's 31.55 total meters before the cycle can repeat and it takes 6.5 seconds which is 4.85384615 M/S
Remember that a 115% Killer is 4.6 M/S meaning this is about 121.25% effective movement speed.
Correcting your initial math would be:
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 1 second of charging (2.89 meters), 0.9 (12/13.33 = 0.9 not 0.75) seconds of travel (12 meters), 2.5 seconds of fatigue (2.4 meters), 3.5 seconds of walking (13.475 meters)
That's a total of 56.545 meters over 11.4 seconds which is 4.96008772 M/S or about 122.5% effective movement speed.
The reason why you'd use 1 blink over 2 is because that way you can immediately secure a hit if you run into a Survivor while patrolling without having to risk not having a chainblink ready.
without the cooldown it would be:
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 2 seconds of fatigue (1.92 meters)
for one blink and
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 1 second of charging (2.89 meters), 0.9 (12/13.33 = 0.9 not 0.75) seconds of travel (12 meters), 2.5 seconds of fatigue (2.4 meters)
for two which is 5.03636364 M/S for 1 blink and 5.45189873 M/S for 2 blinks
In otherwords this nerf is removing 0.18251749 M/S for 1 blink and 0.49181101 M/S for 2 blinks.
Is that a big deal? Yes. But not so much a big deal that running in a straight line becomes a good idea.
Also 155% would be 6.2 M/S or 0.74810127 M/S faster than she actually moved. So she never moved at 155% unless you are talking about addons.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/767107#Comment_767107
Not how chance works I'm afraid. Each attempt is still a 4% chance of an unhook.
Take the example of 96 white marbles and 4 blue marbles mixed together in a bowl. Blindly pick a marble from the bowl. If you pick a white marble you don't leave it out and pick again from a bowl of 99. There will always be 96 white and 4 blue with each attempt.
Yes it's 4% (plus whatever from luck) but you have 3 attempts.
So the odds of all 3 being failed attempts is 0.96^3 which is 0.884736
Since the odds of a success is 1-odds of falure that means 1-0.884736 = 0.115264 or about 11.5%
With Sloppy butcher its 6 attempts so 0.96^6. Remember the failed attempts don't matter so long as at least 1 of the attempts is a success before you run out.
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@GennyFromTheBlock said:
https://forum.deadbydaylight.com/en/discussion/comment/766360#Comment_766360
SPIRIT COUNTER-PLAY 101:
Hide a coin in one of your hands, put your hands behind your back, and asking someone to choose which hand has the coin. They picked left when they should have picked right -or- they picked right when they should have picked left.
Did I miss any other Spirit Counter-Play?
🅿️eriodT!
Oh I love those.
So long as it's done in real time (and thus no random number generator is available) it doesn't take long for you to successfully start figuring out what the pattern is and from there you can actually point out the correct hand way more often than random chance says you should.
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With 4 luck offerings, 4 ace in the holes and slippery meat your odds of getting off the hook are 99.7%
If you take out the luck offerings its 98.7% and without Slippery Meat it's 88.9408%.
Just Slippery Meat alone is 21.7% and a single ace in the hole is 40.7%
Slippery Meat and a single ace in the hole is 64.8%
This all assumes all 4 Survivors are alive of course.
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It's a 4% per attempt. So over all 3 attempts the odds of freeing yourself are 11.5% before any luck offerings are used
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No, No, No.
I don't buy skins.
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@arslaN said:
If you go against a really agressive team as ghostface you can't even use your power since they reveal you instantly. He is decent but not that good imo.
If you use his power solely for the stealth then that's a non-issue.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/766074#Comment_766074
That'd be assuming the 4th survivor is your obsession though.
No. If you haven't Killed anyone then your obsession is guaranteed to be alive.
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You can just actually use rancor
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She's my best Killer and doesn't rely on an instant down which would lose chaser and malicious points.
I'd use:
- BBQ - For tracking and not relying on hook trades to maintain momentum
- Whispers - For the initial snowball and preventing end game escapes as often as possible
- Thrill of the Hunt
- Haunted Grounds - At low ranks ToTH + HG is an excellent noob crushing build. HG + ToTH is 3 hex's making them very likely to find at least 1, so when they inevitably try and cleanse one of them you are told where they are and since they are low ranks you can go in for an easy down
Once I get out of low ranks I'd swap out ToTH and HG for Sloppy and Ruin.
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@1saltypug said:
https://forum.deadbydaylight.com/en/discussion/comment/765903#Comment_765903
Wincons are not required for it to be considered "PvP" as long as their are two sides fighting that are human its player vs player. I'm saying you cant compare this to games like csgo where it literally goes "terrorist/counter terrorist win" or battlegrounds in wow where it says "alliance or horde wins". You can have wincons in PVE games (like beating the game?) I think you're implying the PVP/PVE the wrong way since wincons don't define those two categories. Take sea of thieves its a pvp game but their isnt a true win condition because you can literally respawn and go after the person who sunk you with no penalty. Nothing in that game says "you win" but its still pvp.
I didn't say the presence of a wincon always makes something PvP, just that specific wincons do and that the absence of a wincon makes something not PvP, even if it otherwise would be.
I brought up mario maker because it has a cooperative and competitive multiplayer mode which differ only in wincon outside of a few specific minor details.
As for Sea of Thieves that game is not a PvP game. It's an open world sandbox like minecraft is. And like in minecraft you can stab someone and take their things, but doing so is something you do for purely optional and internal reasons. The game didn't tell you to fight, you haven't won anything beyond accomplishing some literal set of outcomes, and the game doesn't need to design assuming that 2 players will fight, just under the assumption that they CAN fight if they happen to chose to.
In most (but not all) cases this applies to MMO's as a whole, and the most common case where it doesn't is self contained duels which DO have a wincon (Kill them first).
Regardless though, predefined or otherwise all competitions have a win condition as an inherent property of the wincon. It doesn't have to be just 1, but while there doesn't have to be a winner there will be a loser. If a set of people conclude that everyone can win and work to make that happen what you are left with isn't a competition. But ultimately the thing that makes something a competition is that 2 or more parties are working of achieving mutually exclusive goals. Thus without mutually exclusive goals it's not a competition.
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@1saltypug said:
https://forum.deadbydaylight.com/en/discussion/comment/765025#Comment_765025
can't really compare this to "any" pvp game, it's had balance issues since release because of the vague line with a "wincon". I shouldn't have to care about winning because you feel its important, at the end of the day if I had fun is more important then having the highest score in "this" game. I've won super frustrating games and I've lost really fun games....guess which one I care more about. Obviously you need to be told you won because that's super important to you and some people, just like their are alot of us who it isn't important.
They've talked about balancing perks by how "fun" they are to use and have completely reworked perks.
This is supposed to be a PvP game. So I can absolutely use the properties of a PvP game in order to make claims about this game in particular.
Wincons are required for PvP as an inherent property of what PvP is. Not having a wincon makes something not PvP even if it otherwise would be, and having a wincon can make an otherwise PvE game become PvP even with identical mechanics.
Mario maker is a good example of that in action.
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This is much too weak.
He
- Is slow
- Has a normal terror radius in spite of being slow
- Has a long setup time
- Can only use his power to reach predefined locations
- Has a long cooldown on his power
- Takes several seconds to use his power
- Has an audio cue when you finally do use your power
- Has a short range on his power
TLDR: Far too many limitations for a weak effect.
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4k or escape as per the games tutorial. Stop making up wincons that aren't supported by what the game says unless you have something against balance and strategy.
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@anarchy753 said:
Why pipping shouldn't be considered a win:
In red ranks you can 4k with 12 hooks as Plague and safety.
The end.
If we want to go that route then I'd say a better example (not that yours is a bad example) is that it's possible for all 5 players in a game to double pip.
That means there is a strategy which if everyone uses it will have a 100% winrate and is also completely cooperative, thus using the pips as a wincon breaks the game once optimized.
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Anything claiming to be a wincon thus must be able to fulfill those 3 functions.
If it can't then it isn't accurate to say it's a wincon.
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@Cardgrey said:
not really saying what one should be as much as just saying how I see it. there’s time for rank after all perks are unlocked on all killers / survivors
A wincon serves 3 critical functions:
- Giving a metric for the devs to evaluate balance (something is OP if and only if it is too effective at achieving the given wincon compared to everything else)
- Giving a metric for the players to evaluate a tactic/strategy/execution (something is effective if and only if it can achieve the wincon more often than if you didn't do it)
- Establishing the task for the player. This is required for PvP since a competition requires 2 or more groups having mutually exclusive goals.
Some singleplayer games or cooperative multiplayer games don't need a wincon due to not particularly needing these things (ex: Minecraft has no wincon and cannot be beaten even though it does have a credits screen). But for PvP games you absolutely need this.
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@Cardgrey said:
as it’s a personal goal I’ve set myself and not reflective of anyone else’s goals. And..
buy leather face equip bbq hook level 20s once each =win
...and thus does not meet the prerequisites for a wincondition
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@1saltypug said:
its a pretty stupid thing to debate about why would I care if someone says I lost but I feel like i won because of my own standard. Like everyone says theirs no "defined" win condition its not as simple as sacrificing or escaping because you can still depip if you only focus exclusively on that. I agree with the "its a win if I had fun" because with all the toxic dingbats trying to ruin games for people its a treat to have a game thats a good cat & mouse game and a few ggs at the end.
You should care because the idea of a wincon is more important than you are giving it credit.
In any PvP game a wincon is required in order for the players to have a thing to compete in.
A wincon is also the basis for both strategy and balance and without a wincon both of those are both meaningless and impossible.
Since Balance is inherently tied to the wincon that means you need to design everything with that wincon in mind. If you change the wincon without changing the mechanics then you will end up with vestigial mechanics that just get in the way of the experience.
So you should care and I do care because those wincons influence both how players act and how the devs make changes on a fundamental level.
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@Cardgrey said:
na I just like grinds. thou this games grind isn’t so bad. If they gave people the items and perks removed the grind I’d probably stop playing.
Doesn't answer the question. Someone playing their first game can't have BBQ nor any BP offerings without paying real money.
If right now you went and bought a new account and played a game with the wincon you just gave me then you would lose no matter what.
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@CaptainCastle said:
https://forum.deadbydaylight.com/en/discussion/comment/764870#Comment_764870
Winning is fun for me. Is my fun not important because it differs from your definition?
Seriously. Have you ever considered how to actually apply that wincon?
How do you balance a game where the wincon is fun? Ironically the end result is less fun, since if something is too much fun it means it's overpowered and thus should be nerfed. Ironically making fun your wincon encourages us to not maximize fun.
And how much fun exactly? And how are you quantifying this? And how is the game supposed to track any of this for the purposes of analytics? Self reporting encourages lying in order to boost your winrate so that's not a viable option.
Also people are often saying Nurse is boring. So we should buff Nurse and nerf doctor for being too much fun.
You see the problem? Saying fun is your wincon SOUNDS nice, but to make that work you have to tear apart all of the properties of a wincon in the process. Why even bother calling it a wincon at that point? It clearly isn't one since it can't serve the function of one.
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Also in that case all other offerings would need a major buff.
Since without BBQ they all instantly guarantee your loss
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So doesn't that mean it's mathematically impossible to win your first game?
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@NuclearBurrito said:
Mettle of Man
- While you are Healthy, injured Survivors within 8/12/16 meters of you have the Endurance status effect
- If a Survivor absorbs a hit this way you will be put into the injured state
Basically you transfer hits on other Survivors to "hit" you instead.
My rework.
Feedback is that my rework is a bit too strong so I'm drafting a downside
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@Cardgrey said:
30k+ bp with 4 BBQ stacks is a win. To hell with rank
How is someone supposed to win if they don't have BBQ then?
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/96052/gen-rush-mindset
those people are the reason the game is imbalanced
False.
The game is imbalanced and those are the people that take advantage of it.
The imbalance itself exists with or without the people utilizing it.