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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • I don't initiate farming personally. But if the other side is doing it then I have no problems cooperating.

  • Just remember to tell your team that you have a heal build so they don't run from you.

  • I already run a heal build anyways so it's totally worth it.

    Also Second Wind vs tunnelers is actually great. Just loop them for 30 seconds (probably less because it takes time for them to reach you in the first place) and you instant heal in their face. DS and BT requires you to go down fast, but Second Wind means you can capitalize on looping well.

    And if they don't go for me I don't need to waste time being healed and can go right back to whatever I was doing before.

    Right now my main build is: Well Make It, Second Wind, Spine Chill, Empathy

  • Normally with these kinds of suggestions I'd say something about how a visual que on the husk would kill her ability to mindgame pallets.

    But if I get to dab on the haters it will all be worth it.

  • @Rex_Huin said:

    I agree OP - not all perks are created equal.

    I don't think this situation will change.

    I think they should give each perk a point value bit like that old COD game and let you assign a set amount of points to your loadout.

    So for example BBQ might be worth 5 points but instead you could take The Third Seal (2 points) and Overcharge (3 points).

    Implication being that you could take more than 4 perks.

    Identity V has a system a bit like this. While I wouldn't say the specific perks are the best for each slot, the core idea is cool

  • @BlueFang said:

    https://forum.deadbydaylight.com/en/discussion/comment/714333#Comment_714333

    That could actually be really interesting! There are a lot of really cool and fun perks that are overlooked either because they are too situational or their effects aren't as strong as the "meta perks"

    Though this could also create its own can of worms in what amount of points do you apply to perks?

    Simple.

    Perks I run = Low cost

    Perks I don't like facing = High cost

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/716089#Comment_716089

    This test is also assuming your going to only use 3 perks when not using ruin, as opposed to replacing it with a perk that let's me end chases faster or cut down on time between chases. The whole point of NOT using it is to have use of 4 perks during the match instead of 3 perks for 90% of it.

    That's not true. You are testing for Ruins stall. So the control is just when you aren't using ruin.

    If you used corrupt during the control tests then how would you know if the difference was due to corrupt being really bad or really good depending on the outcome? You wouldn't, because the comparison point you actually need is when there is no ruin, since that way the stall is simple time with ruin minus time without ruin. Why overcomplicate things by adding more variables?

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/716079#Comment_716079

    The only flaw with this experiment is that it’d seriously de-rank you, so the experiment would eventually end you up in low ranks.

    re-rank between tests.

    You lose 1 pip each time so as long as you play a serious game every other time and pip when you are playing serious you should be fine.

    Step 1 is important, we want to control for rank too.

  • There are a few ways to settle this.

    For example, try the following:

    Step 1 - Be rank 1 (or whatever rank you want to test for really)

    Step 2 - Equip ruin

    Step 3 - Be Wraith and stand in a corner

    Step 4 - Set a timer. Note how long it takes each gen to pop as well as how long it takes for the gates to open

    Step 5 - Repeat until you have enough data and take off ruin for half of the experiments.

    Use that data to get an estimate on how much ruin delays the game by, and thus what your initial "timer" is for each game at base. This controls for pressure, since if you start chasing them your pressure will vary by quite a bit each game. But if you are an immersed Wraith then there is nothing slowing the game down other than Ruin.

    From there you can estimate how long each chase has to be with or without ruin and see how much of an impact Ruin has on this number. Then compare that to how long chases tend to last in practice as whatever Killer you play as.

    If the expected chase time is within the required chase time without ruin then you don't need ruin. Otherwise you do need ruin.

    The existence of variation between teams means you will win sometimes and lose sometimes with or without ruin most likely, but it should help make an informed decision.

  • @Peanits said:

    Initially it was just based on bloodpoints across the board. 7k = safety pip, 10k = pip, 20k = double pip. Anything below 7k was a depip.

    Then killers got the victory cube (RIP cubes). Then their ranking was solely based on hook states/kills.

    The former made it way too easy to pip. Pretty much everyone would get to rank 1 if they played enough. Even if you had a bad match, you would have been really hard pressed to get less than 7,000 points. With ranking separate from BP, you can also give people more points for things without worrying about it affecting ranking. The latter promoted camping and tunneling one person.

    Saying that victory cubes promotes camping implies that they are effective strategies.

    Why should players who use good and successful strategies that their opponents are unable to figure out how to counter not rank?

    Even moreso for people who successfully use bad strategies but succeed anyways, since it means the better Survivors who they'd be ranking towards need to be the Survivors they are facing in order to discourage whatever the strategy is.

  • @G0lden_Ra1den said:

    The only thing I would recommend is change your perk idea from “Every time you grab a Survivor that isn’t in the dying state” to “Every time you perform an interrupt action on a Survivor” the perk idea is nice, but grabbing a healthy survivor is relatively hard to do, and would be too much of a work effort than it is a reward effort.

    It works on inured survivors. They just can't have already been downed.

    A vault grab is likely to be how you would get the tokens.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/714225#Comment_714225

    The play is to not activate the portal, so they won't be able to tell you know they are there

    the 200IQ play is to setup 2 portals so they are distracted with the first one which is activated while you teleport to the 2nd one which isn't

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/713794#Comment_713794

    That's because it is a crap perk.

    But even crap perks can be broken in the right circumstances.

    For example, territorial imperative on Demogorgan that places portals at the basement is basically a death sentence if you wind up in there. On pretty much any other killer, it's useless.

    Bamboozle on Myers practically lets you just speed vault the window, especially in tier 3, making windows basically pointless against him. On any other killer, it just basically blocks the window. Monitor & Abuse is also insanely good on him.

    Then of course, Iron Grasp/Agitation is very good on Leather Face. BBQ is great on Nurse.

    And finally, Thana and Dying Light are ridiculous on Plague.

    Territorial imperative is redundant on Demogorgon.

    You already can get the info from the portal itself. You don't need the perk.

  • @JustAFeeling said:

    Well I was between 8 ,9 but now I stay at 12 to 14 plus people dc every match when I'm on a 4k streak so it makes it quite difficult to rank up one pip at a time I'm not sure what's at rank one but I know they don't want me there

    And I'm not trying to go to rank one until my favorite killer gets in the game

    There is no red ranks. That happens to everyone and everyone saying otherwise including those with video evidence are actually part of some grand conspiracy.

  • @NuclearBurrito said:

    I cringe every time people say Victory Cube encourages camping.

    Victory Cube encourages what works and nothing else.

    Camping has counterplay. Gen rush, you do it against Killers that aren't camping, so do it against the campers too.

    A 1k is not enough to pip, so if you rush gens and leave that Killer won't be able to reach high ranks.

    And if he's camping and getting a 4k, then that just means he:

    A - Used the strategy in such a way that it was tactically sound and got a lot of use out of it (ex: got multiple Survivors hooked at once and juggled people around the hooks to get hook trades until everyone died). And thus should be ranked accordingly

    or

    B - Was playing against significantly weaker Survivors (ex: people that mindlessly swarm hooks). And again, should pip in order to que with stronger Survivors that won't make the same mistake.

    And we know they won't make the same mistake, because Killers that pip from camping, are now playing Survivors that piped off of camping Killers, in otherwords they are the Survivors that DID survive the campers and thus must know how to counter them.

    If the Killer fails to adapt and try things other than camping, then he's stuck at whatever rank he's at doing mediocre consistently (aka: facing survivors of identical skill and preforming accordingly) and if he succeeds at adapting then he will continue to pip.

    In otherwords:

    Situation A: Killer camps and succeeds - Pips until he is facing Survivors who he won't succeed at Killing via camping with.

    Situation B: Killer camps and fails - Depips or stagnates until he takes the hint and switches strategies

    Situation C: Killer does not camp and succeeds - Pips until he is facing Survivors that can counter whatever strategy they are now using

    Situation D: Killer does not camp and fails - Depips or stagnates until he improves

    All 4 of these situations are good in one way or another.

    Killers that are being bullied eventually depip until they are facing Survivors who don't have enough skill to bully them.

    Killers that try to cheese wins eventually pip and face Survivors that know how to deal with it.

    Everyone wins.

    The ACTUAL problem with this iteration was that it didn't go both ways. Killers that camped and succeeded would pip, but Survivors that failed to break the camp in one way or another ALSO pipped because BP was so easy to get.

    This meant that the Killers would continue facing the Survivors that failed to overcome whatever strategy they used so why NOT keep doing it again?

    If the Survivors used a similar system (pip for Surviving, depip for not Surviving) then the Survivors who failed to Survive against a camper would depip, and thus no longer be in the same rank as the Killer they faced, thus pushing them away from campers. Meanwhile the Survivors that successfully survive campers are pushed up, if there are still campers above them then they are pushed towards them (and since these are the Survivors that did the best against campers this is ok). And if there aren't then they will end up being matched with the Killers that found better strategies.

  • Currently a Killer that camps will depip always. Meaning even when successful they continue facing weaker Survivors.

    Since the Survivors are now weaker he is now even MORE likely to succeed, and since he depips either way the camping Killers are being pushed towards the Survivors that are least likely to Survive against a camper and most likely to quit the game forever after facing one.

    Meanwhile the genuinely skilled Killers have to deal with an inconsistent ranking system that ranks based off fair play rather than actual success causing them to face Survivors of inappropriate skill far too often.

  • I cringe every time people say Victory Cube encourages camping.

    Victory Cube encourages what works and nothing else.

    Camping has counterplay. Gen rush, you do it against Killers that aren't camping, so do it against the campers too.

    A 1k is not enough to pip, so if you rush gens and leave that Killer won't be able to reach high ranks.

    And if he's camping and getting a 4k, then that just means he:

    A - Used the strategy in such a way that it was tactically sound and got a lot of use out of it (ex: got multiple Survivors hooked at once and juggled people around the hooks to get hook trades until everyone died). And thus should be ranked accordingly

    or

    B - Was playing against significantly weaker Survivors (ex: people that mindlessly swarm hooks). And again, should pip in order to que with stronger Survivors that won't make the same mistake.

    And we know they won't make the same mistake, because Killers that pip from camping, are now playing Survivors that piped off of camping Killers, in otherwords they are the Survivors that DID survive the campers and thus must know how to counter them.

    If the Killer fails to adapt and try things other than camping, then he's stuck at whatever rank he's at doing mediocre consistently (aka: facing survivors of identical skill and preforming accordingly) and if he succeeds at adapting then he will continue to pip.

    In otherwords:

    Situation A: Killer camps and succeeds - Pips until he is facing Survivors who he won't succeed at Killing via camping with.

    Situation B: Killer camps and fails - Depips or stagnates until he takes the hint and switches strategies

    Situation C: Killer does not camp and succeeds - Pips until he is facing Survivors that can counter whatever strategy they are now using

    Situation D: Killer does not camp and fails - Depips or stagnates until he improves

    All 4 of these situations are good in one way or another.

    Killers that are being bullied eventually depip until they are facing Survivors who don't have enough skill to bully them.

    Killers that try to cheese wins eventually pip and face Survivors that know how to deal with it.

    Everyone wins.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/713115#Comment_713115

    Trapper should slow down to 50% if he steps in his own trap. /s

    The funny thing is that he slows down to 0% in reality.

    So your BS joke is somehow not as bad as what is actually in game.

  • @I_Be_Pro_Fun said:

    https://forum.deadbydaylight.com/en/discussion/comment/710322#Comment_710322

    If you don't affect anything but healing and cleansing, what makes it better than just running botany knowledge? Except botany knowledge can be used to help teammates, so then Deadweight would provide nothing that botany cant, excepf a slight increase to cleansing.

    Give it more effects then, like opening the exit gate.

    Or make it a smaller but stackable buff gained when Survivors die like Sole Survivor.

  • Because it would make Legion somewhat good.

    We can't have that now can we?

  • @SoloSurvivorMain said:

    Does leader work for myself or does someone else need to use it near me just wanna make sure doing it right

    you need someone else.

    But lets be honest, unless it's the EGC you are going to have someone else with you.

  • Yes. If Wake up was a 25% speed up (it isn't) then it would take 16 seconds to open the exit gate with the perk.

    If you stack it with leader then it would be a 13.33 second gate.

    You can already get the 16 second gate using leader right now.

    Honestly just use leader instead until this perk is buffed.

  • Changed addons a bit more because I realized he's a bit broken with them. Also changed the rarities a bit to further put him in line with other Killers.

  • Yeah it's weird. This is why Enduring going from 75% faster to 50% less time is a buff.

  • No. That would be 25% less time. This is 25% faster.

    20/1.25 = 16 not 15

  • @Darkskies said:

    Spine chill is much better I've found 🐖❤️

    I mean you don't take it for this. But you may as well take advantage of it if you have it.

  • @starkiller1286 said:

    https://forum.deadbydaylight.com/en/discussion/comment/710302#Comment_710302

    It's wake upthat opens gates faster vigil reduces exhaustion but 10%is busted especially with resilence. I think that boosts door opening too

    10% extra door opening speed is less than 2 seconds of time save.

    I'd take 25% and it still wouldn't be THAT much faster (4 seconds of time save)

  • @I_Be_Pro_Fun said:

    https://forum.deadbydaylight.com/en/discussion/comment/709949#Comment_709949

    That perk is meant more so for slower killers (Huntress, Nurse, etc).

    And maybe... What if it was more like autodidact? Where it doesnt work with tools, and skillchecks have no possible benefits? Or maybe minimal benefits.

    It doesn't matter what Killers it is meant for. Faster Killers can use it too so it needs to be balanced with that in mind.

    And autodidact speeds up healing. You don't want that kind of effect on generators.

    Gen rush is an issue. Even something like 3% extra progress from skill checks is enough to start causing problems.

    Resilience and Spine chill only work because of both low numbers and large risks.

    Toning down the numbers just makes it's other effects irrelevant. So it would be better to just not have it effect gens and adjust the numbers accordingly.

  • @I_Be_Pro_Fun said:

    Thank you both for your input!

    @Exerlin @NuclearBurrito

    Both of your ideas do provide good works.

    1, in my opinion, is actually rather weak. And if the obsession's speed was reduced when in a chase with anyone who isnt the obsession, that would simply make the perk useless. Survivors only need speed to escape, not really to sit on gens.

    As for Deadweight only affecting healing, cleansing, and opening... Well, then it's kinda just a very limited use perk. I can understand weakening the effects of it, but the benefits would be minimal, and practically useless. Not to mention that exit gates are usually crowded with other survivors, and generators too.

    I do also agree with maybe removing the debuffs of Fracture, and I sort of agree with red herring being debuffed. Though I still think it should go a bit further than 8 meters (maybe 16) and maybe more than 3 seconds of immunity (maybe 6). Because 8 meters and 3 seconds are bothe extremely weak amounts, which would really only lengthen a chase (as it would give you basically five seconds to get away, not really divert the killers attention)

    Seeing the Obsessions aura is already a really good effect. As is the Obsession swapping.

    The speed decrease is already unneeded and makes looping as the Obsession completely impractical. And in this meta that's completely OP.

    It's effectively making you a 121% Killer in a chase.

    And good Survivors will split up on gens. Especially if they have this perk.

    15% extra gen speed is insane. That simply shouldn't be a perk effect without an extremely difficult prerequisite.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/90156/killer-perk-idea-familiar-crowed

    This perk is op because what if the killer has rancor? There will be no counter to that perkehich gives all killer an easy win.

    Your completely killing your ability to hide for the entire trial in return for power in the endgame.

    Unlike with NOED this has direct downsides beyond losing a perk slot, isn't surprising them at all AND requires 2 perk slots AND isn't even that much better than NOED in the first place.

    In fact it's arguably worse due to lacking a speed buff.

  • Maybe make escape artist just let you slow vault blocked windows? That way you can remove all of the downsides and have it give extra Survival BP for the Tier effect.

    Cuz it's a liability right now with all the downsides it has.

  • 1 and 7 are both super OP. For 1 have it require a non Obsession to be chased. For 7 have the perk not effect repairs

    2 is super UP. Remove the benefits the Survivor gets. Have it just inflict broken for awhile.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/709528#Comment_709528

    This is nice, but this is why the obsession even exists, only for survivor...

    And this perk provides an exception to that. What's the problem? It's ok for perks to alter the mechanics of the game in some way. Why is it a problem here?

    Hex perks have their effect disabled when the totem is cleansed. Yet Haunted Grounds is an exception in that it triggers after the Hex is disabled.

    And Perks like Openhanded already directly effects the stats of other perks.

    This is like that for Obsession perks. The exact details of the effect depend on the perk obviously.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/709519#Comment_709519

    So you're telling me that with this perk, the obsession mechanic is useless?

    No. The Obsession mechanic will be applied to all 4 Survivors instead of just 1 with this perk.

    For example if you have rancor all 4 Survivors will see your aura after a gen but everyone is exposed and moriable after the gates are powered.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/90156/killer-perk-idea-familiar-crowed

    There can be only one obsession, so this perk doesn't make sense.

    This explicitly bypasses that rule.

  • I've been stunned out of a shred without breaking it already.

    Of course I've had many more times where I just broke the pallet so I wouldn't rely on it.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/709262#Comment_709262

    There's more to it that just time taken to break a pallet. Before, lunging towards a survivor that's running through a pallet meant that you would be stunned (either by the pallet or by bumping into it with shred). You would need to recover from that before you can kick it.

    With this, you can be more aggressive with shred. If they do toss down a pallet, you'll break it (you won't have to deal with the cooldown and then break it.

    Basically it's not meant to be a faster pallet break, but you can end a loop quicker and force them to drop a pallet quicker.

    TLDR: Exactly what I just spent like 4 posts saying.

  • @Torquespin said:

    @NuclearBurrito The fact that its faster if done right goes without saying. Frankly, concerning the demogorgon change, I couldnt care less if they gave a noob killer anything OP. Give a f*cking dedicated multi-thousand hour killer main this tool and it is a bit broken imo.

    Still I understand all the comments and I'm glad to hear from everyone. All friendly discourse here :)

    The point being that it's not just a faster pallet break. There is more to it than that.

    Most (but not all) of the time you could have kept running and avoided both the shread and the pallet drop.

    And when the pallet IS dropped early you still are likely to reach something else so long as the other pallets weren't already used earlier for whatever reason.

    Point being that it's more situational than it sounds.

    Strong? Yes. Gamebreaking? Heck no. Pallet breaking? Heck yes.

  • Kinda like how you can pre-rev the chainsaw to get additional timesave with the saw'ed pallet.

    But it's even faster if done right.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/709206#Comment_709206

    So breaking pallets with Shred is slower than normally. I can't believe that this was an ultra rare add-on first. And now some people call it "OP" because it's in his base kit.

    Pretty much.

    It's REAL power is how it lets you go for risky plays in order to force a hit.

    Basically you can disrespect pallets with it.

  • @Torquespin said:

    @NuclearBurrito 2.25 CD is not enough. This is basically a built in spirit fury. Can you reach a pallet within 2.25 seconds, always?

    It takes 2.9 seconds to break a pallet this way.

    By comparison it takes 2.7 seconds to break it manually.

    So it's not a build it Spirit Furry. It's a built in Space Bar.

    The reason this is a buff is because it forces an early drop and won't waste the demogorgons time with having to hit the pallet AND break the pallet.

    Also you need to reach the pallet within 5 seconds, not 2.9 so you should have plenty of time to find something.

  • It has a 2.25 second cooldown and it has a 0.65 second minimum charge time

  • Reverse Borrowed time ay?

    Got it, so you are exposed unless you are unhooked within the Killers terror radius.

  • it's 2 frames. Good luck.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/708457#Comment_708457

    You're not going to realistically be able to notice a 6% increase in something that takes a second.

    half a second actually

  • Of course Killer's can be toxic.

    It's called the Plague

  • @arslaN said:

    I agree, her corrupt purge is very OP, but you can easily counter it by not cleansing. If you cleanse against plague you can easily screw the entire team. Just don't cleanse unless the doors are open and you will be fine.

    TLDR: Run Bloodwarden

    Try cleansing with the gates open now #########.

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