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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @yeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/707836#Comment_707836

    "being infected is a death sentence"

    rank 20 survivor adventures

    To be fair it does make chases take half as long at minimum.

    Assuming the rank 1 survivor is also going against a rank 1 Killer (which isn't a given cuz borked matchmaking) looping her for 5 gens without being hit is implausible without really good RNG. (Even if it does take a minute)

    Discounting Corrupt for a second the better you are at looping the more worthwhile healing is. This is because being healthy means a down will require 2 chases and thus you double the chase time.

    Healing takes 32 seconds (assuming no medkit or perks) so if you can loop a Killer for 32 seconds or more you should heal. Looping a top ranked Killer for 5 gens is implausible, but about 40 seconds is perfectly doable. Otherwise no one would heal against anyone other than Spirit.

    Obviously Corrupt throws a wrench in things, but don't just say being injured is meaningless without thinking things through all the way. This isn't 2015 anymore, you don't still have true infinites you can run the whole game.

  • So I get how not cleansing is supposed to work against base kit. But what is everyone's plan if she has Blessed Apple?

    Not cleansing implicitly admits that corrupt is a threat, so being a one shot in the face of it is a problem. And if she has Blessed Apple then she will have access to it even if you don't cleanse.

    So what's your plan there? Never cleanse and just hope she's ######### at tracking? We've already established that vile purge makes stealth extremely difficult, and Plague has an addon to make it impossible (which you won't know if she has or not)

    Plus she also has perks. There are perk builds that ensure you won't be ran around all game as well as perks like thanataphobia that cancel out any time saved by not healing.

    And if you are so confident in your ability to dodge corrupt then why do you mind cleansing?

    In fact if you are so good at dodging and looping you shouldn't be broken in the first place. So if the Plague is hitting you with vile then I don't want to hear you claiming that corrupt is a non-threat. Because either she downed you with M1 and puked on you meaning she can prevent you from looping her, or she M2ed you directly and a corrupt could hit you as well.

  • @Mochan said:

    In my opinion, the way to fix "decent killers" is to nerf survivors so that they have less mobility.

    Then you buff survivors so they have more stealth options to evade killers.

    This flattens out the mobilty advantage that the "Big Three" have while giving survivors more ways to hide and avoid or juke killers.

    One way is to implement a stamina bar for survivors so they have limited time running at full speed. Then you buff the peak running speed of survivors a little maybe. So chases start strong but killers easily catch them later, no more 5-minute chases.

    I've suggested that approach, but pretty much everyone said they didn't like the idea. Specifically I posted this on my alt account:

    @NuclearBurrito2 said:

    Basically. Survivors can only sprint for 20 seconds or so before a stamina bar runs out and they can't sprint or use exhaustion perks or do fast actions. They can still do all other actions like normal including dropping pallets and slow vaulting. Every second not running recharges a second of run time. All exhaustion perks besides adrenaline cost 5 seconds worth of stamina to use with no other cost. Adrenaline fills your stamina to 200% max and heals you 1 state with no speed boost.

    To compensate remove scratch marks entirely. All of them.

    Might at least make for a cool alternate game mode cuz it would definitely be a HUGE change

    I've also made a suggestion to the effect of a global speed buff to all but a few specific Killers (top tiers) for a similar effect, but people didn't seem to like that one either.

    So instead I'm doing the approach of looking at each Killer one by one and seeing what their problems are and addressing them. I've done this for every Killer worse than reworked Freddy (who I think is the worst viable Killer and doesn't need anything) and it's been the best received approach.

  • What happens if you get it when there is no Obsession?

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/707078#Comment_707078

    The numbers on the perk are too small for it to make a huge difference, and since you don't recover while running anymore, it's only really useful if you lose a Chase and get caught again between 32 and 40 seconds. 8 seconds isn't really that much for something that passively recharges

    I know, but that justifies a numbers buff not a rework.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/706254#Comment_706254

    "That horribly underestimates both Plague and Ghostface."

    Because they are both not very good.

    "If everyone is broken (which isn't that hard) then it becomes easy to snowball into an immediate victory with just a single corrupt (2-3 downs expected with 4 being plausible if you slug)"

    If you are playing against potatoes, sure. Against even decent rank 1 survivors that just isn't happening. Zero healing leads to zero wasted time and you getting gen rushed to hell. Her Corrupted Vomit is also very easily avoidable to anyone that isn't a potato.

    "Ghostface has the best stealth ability in the game by far and his instant down complements it perfectly. He doesn't need to be able to stalk exposed survivors, he doesn't need super amazing addons for his already fast stalk speed ect ect ect."

    Against good rank 1 survivors you are not getting many stalks at all and are being broken out instantly. Even if you did get them exposed you are getting pallet looped into oblivion. We are talking about against actually competent survivors, not low rank people that have no idea what they're doing. He's a worse Myers in a world where Myers doesn't even make the cut.

    "His limiting factor is his cooldown, not his actual ability."

    Because you are spending the entire match with it sitting on cooldown with how easy they will be breaking you out before you can do anything. It is his actual ability because it's currently too easy to break out.

    For ghostface if you are good at stealth (which you are if you are good with GF) then reveal mechanics are irrelevant. They don't come into play until they know where you are, and if they know where you are then you have failed at stealth (baring OoO which will be fixed soon anyways).

    And if you aren't that good at stealth you can still just walk up and stab them completely ignoring stalk mechanics in favor of free hits like a better Wraith. There are entire build that use that strategy as well and they work very well.

    Personally I prefer a Hybrid strategy where I go for stalking if and only if I have good visibility and somewhere to lean, and if not I just go directly for the hit without worrying about stalking them first.

    Just one or 2 stalks is enough to get momentum going before they realize it's Ghostface, and then from there you can just stab them to keep things going.

    As for Plague, you clearly haven't gone up against her enough if you think Corrupt is easy to dodge.

    If there are no obstacles then it's straight up impossible to dodge due to the fact that she can spray it everywhere giving you no room to move.

    If there ARE obstacles then it resolves like a 115% huntress who's hatchets are charged faster and are super easy to aim and can be arced better in order to go over tall structures if needed.

    Either way the lethality is insane. Considering that even without corrupt she's already better than most Killers this is a sufficiently big deal to boost her up to A tier.

    Also remember that Plagues will use Thanataphobia which on her means that gens will take 15 seconds longer. So the effective time to heal is 32 seconds assuming no perks or medkits. The time saved not healing vs a plague is 17 seconds if you are never chased and only do 1 gen.

    Every gen you do is 15 seconds slower than if you had been playing against a different Killer that you simply healed against, but since healing is a one time cost (until you are injured again of course) that means you only get the time save once but the time loss multiple times.

    But more importantly, looping for 5 gens without ever being hit against a competent Killer isn't really a thing anymore on most maps. So the amount of time saved needs to take into account that healing stalls the Killer by making them have longer chases. So if you can loop a Killer for 17 seconds then your time save is 0. And the longer can loop them the less the time save is.

    The only other reason to do the no-heal meta is because if you are injured but are about to proc adrenaline then it's faster to complete the gen. But of course against Plague that's meaningless.

    TLDR: No heal meta is overrated anyways and thanataphobia hard counters it if you are plague

    On other Killers Thanataphobia is unlikely to give you enough of a slowdown to be useful, but on Plague is basically just says "Survivors do gens 16% slower" which is a strong effect.

    Also healing is required to safely help other Survivors while the Killer is nearby, which is why not healing renders you potentially open to being 4 man slugged suddenly if you aren't SWF (or if you are and get cocky). Good Survivors aren't dumb enough to run into the Killers face to heal someone while they are injured of course, but the alternative is that they DO get the heal off and 1 downed/hooked Survivor is better than 2 injured Survivors. So if they don't heal the Killer benefits.

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/707059#Comment_707059

    Let’s be honest though people only used this perk for the exhaustion effect and nothing else and besides most killer add ons effects stay permanently until hooked, so vigil is pretty much a dead or gone perk and besides I doubt the devs will bring back the idea of exhaustion going down while running the killer

    The exhaustion recovery alone is justification for using the perk.

  • Nothing against this perk idea, but Vigil already has a useful effect.

    If needed it would be better to simply make the effect stronger. And if a rework is needed it should still be an anti-status effect perk.

  • I'd instead have some method of disabling specific techables from appearing on new bloodwebs at will (with a BP cost possibly)

    So you could tech it and then disable it until it gets buffed, and then re-enable it.

    This lets you retroactively disable perks you don't like without punishing you for taking them in the first place

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/706919#Comment_706919

    If you call no mither being "healthy " here, we got a problem.

    You should know as I'm assuming you are a high rank killer that scratch marks isn't the only way a killef can track a survivor. You can hear a suriviour noise when they are in a full health state.

    There are also crows which basically helps gives out the suriviour location usually.

    Other then that. Now that you have made it clear to me what you were saying, I don't see the problem with your point at all. I thought at first you were ignorant.

    It's an imperfect approximation given the limitations of the game.

    There is no blood or grunts and that's good enough for our purposes.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/706911#Comment_706911

    I've seen them disappear after killing the obsession. Might of been a PTB issue.

    The Perk grays out but the number stays there. If you are DSed the perk will light up again with the name number of tokens you had before.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/701182#Comment_701182

    You are joking, right?

    Number 1.) How would the player know he would be going up against a spirit before the match start?

    Number 2.) You understand how much of a bad perk no mither is, right? You are a one shot meaning you are going every m1 killer an easy win as you chase time won't even reach up to 20 seconds.

    Number 3.)You guys list all this type of way to "counter" spirit as if a suriviour knows the killer they are up against.

    Sorry, but I had to make these type of things clear because some killer mains say it is "easy to counter any killer" usually as if suriviours know what killer you are, the add ons you have and perks.

    This isn't a build to counter the Spirit. This is a build to simulate being healthy, but also negate the Fixated speed buff while keeping the scratchmarks portion.

    If you want a build to ACTUALLY counter the Spirit I would pick:

    • Spine Chill
    • Fixated
    • Dead hard
    • Iron Will

    But that won't help you learn her counters, it will just lead to you relying on perks that hard counter her.

    The build I proposed is fundamentally different in that it isn't trying to be a good build, that simply isn't the point in the first place. It is simply a build that lets you see your scratchmarks so you can understand what the Spirit is seeing a bit better thus helping you make sense of where you are going wrong in any given encounter and what kinds of jukes can work or not.

  • @Mr_K said:

    @NuclearBurrito

    Like STBFL, I think you should keep your stacks if the obsession is killed. Currently you lose them. Whether or not it still functions when the obsession is dead can be debated. But with the obsession migrating perk DS you should be able to regain the affect instead of starting over.

    You already keep your stacks. They just lose the effect.

    Note the specific word choice in the perk.

  • Dying Light right now isn't very good. There are 3 ways I can see to fix this:

    A - Increase the effect to 5% from 3%

    B - Let the perk affect the Obsession

    C - Let the perk keep it's effect with a dead Obsession and remove the altruism buff for the Obsession

    A simply makes the perk directly stronger and is probably the worst of the 3 solutions.

    B makes the perk more reliable and also means that the altruism buff effectively fades over time just because of the inherent properties of the effect

    C puts the perk in line with STBFL in terms of mechanics and makes it ACTUALLY synergize with thanataphobia.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/705315#Comment_705315

    Myers is borderline, but Plague and Ghostface aren't even close.

    Myers needs his multistalk back and remove the limit of stalk per survivor.

    Plague needs 1 fountain to corrupt every minute automatically.

    Ghostface needs all of his recent nerfs reverted and reduced cooldown on his power.

    That horribly underestimates both Plague and Ghostface.

    If everyone is broken (which isn't that hard) then it becomes easy to snowball into an immediate victory with just a single corrupt (2-3 downs expected with 4 being plausible if you slug)

    Ghostface has the best stealth ability in the game by far and his instant down complements it perfectly. He doesn't need to be able to stalk exposed survivors, he doesn't need super amazing addons for his already fast stalk speed ect ect ect.

    These things would reduce his margin of error, but are not required for him to be viable. His limiting factor is his cooldown, not his actual ability.

  • @Blueberry said:

    While these killers need any buffs they can get, these changes are so minor that they wouldn't do anything significant enough to improve their viability.

    That's deliberate. These are the Killers that are already relatively strong and just need that little push to put them into proper viability.

    I'm not trying to completely overhaul these Killers because they don't need it. There are plenty of other Killers that DO need it (all of which I gave their own thread), but these Killers are borderline. All I'm doing is removing the 1 weakness holding them back.

    Plague's is lack of consistent access to corrupt

    Myer's is long setup time

    Ghostface's is lack of flexibility (specifically, his kit is versatile, but the cooldown stops him from using it for too many things at once)

  • If needed the addons that increase stalk requirements could all have their effect increased by 50%

  • @humanbeing1704 said:

    I'd like that change to myers wonder if that would effect tombstone piece in a good way

    It's worth mentioning that for Tombstone Piece it would take 12.5 points to activate, for Judith's or Tuft of Hair it would take exactly 15 and with both Judith's and Tuft of hair it would take 25

  • I put him in B tier right now and predict that he will be A tier once the hotfix comes out.

  • @Blackowt_9120 said:

    As a killer main, I’m gonna say hell f*cking no. One gen in 60 seconds with one survivor would mean 4 people could get one done in like 20. Now imagine if a few or all of them had toolboxes on a large map. We would have like 10 second generators. They could finished 3 of them before you even found someone. If you did get lucky enough to find someone fast then genrushing during chases would be significantly More painful. 5 minute games would become the norm. So no this would not make playing killer on large maps less painful, it would make it absolutely agonizing.

    it would be 20 seconds with 4 people and 25 seconds with 3 (since 1 is in a chase.

    7 gens means it would take 175 seconds to power the gates like this or almost 3 minutes.

    By comparison right now the same methodology would take 166.65 seconds. Which is significantly faster than with this hypothetical change.

    Remember, so long as there is no keys in play the only generator that matters is the last one. You shouldn't look at the time it takes to complete a single generator but the time it takes to complete all required Generators.

    The REAL issue is that you end up with a stalemate at 1 gen, since it's impossible for the Survivors to break through the Killer just standing on the gen, and trap Killers could trap all 4 sides for a similar effect without even needing to stay there. It would be OP in the Killers favor.

  • It's a cool mori. But I do wish it bit off their head properly, that would make it a top tier Mori.

  • 4 meters radius.

    For reference that's the exact distance you have to put the portal away from an Exit Gate. Meaning that assuming you have the minimum distance it's precisely distance from the center of the portal and the exit gate.

    That's roughly twice the size of the portal itself.

  • If it's just her addons than no

    Basekit Nurse is better than basekit Spirit.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/702140#Comment_702140

    That's because of Mangled, though, not Hemorrhage.

    I know but the OP specifically said that this change would make sloppy a 20 seconds heal.

    It doesn't, sloppy is already a 20 second heal. This would be a 20.8333333 second heal.

  • Sloppy already increases heal time to 20 seconds.

  • @MysterTal said:

    The Spirit does not "mindgame" - the Spirit has guessing games.

    Example:

    You're getting chased by a Spirit, she is now standing still while looking at you.

    There are three possibilities:

    • She is phase-walking towards you.
    • She is phase-walking from one side or another.
    • She is literally just standing still, waiting to see what you do.

    (There's also a bonus possibility that she's phase-walking but leaving you entirely).

    You, as the Survivor, have no way to determine which of these things is happening.

    You can try to listen for footsteps, but there's chase music drowning all sounds in your ears unless you have some kind of You Have Too Much Money headset (and if you do have them, it doesn't make you a better player because without those headphones, you're in the same boat as everyone else).

    Also, footstep sounds are inconsistent, not only because BHVR keeps breaking sounds every patch (I remember one patch where they somehow completely removed those for a while) but because sometimes, you just won't hear them.

    This can be because of background noise (other Survivors walking around, gens chugging, whatever else) as well.

    There is no "mindgame" here, just a zero-sum guessing game.

    There is some measure of guesswork in every mindgame, but the Spirit is all guesswork and there is absolutely no skill involved in evading her - just luck. You have to guess right, but you have no way of knowing if you got it right. and if you get it wrong, you're dead.

    Worse, it basically comes down to "do you have Iron Will?", plus an Exhaustion Perk that you can utilize before you get hit out of thin air.

    Human actions are non-random. You can determine which of those actions she is actually doing with significantly greater accuracy than random chance with accuracy going up the more she phases.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/701260#Comment_701260

    Reads are not only based on past actions but majority on little details your opponent does to follow up a specific pattern. For example making a huge non optimal turn means he's probably going to respect the pallet. Or shack pallet, seeing the redglow just for a second means either he's moonwalking or going the other way. You can calculate the probability of one by knowing the killers past pattern but also watching the details of optimal movement.

    Spirit on the side does NOT give informations unless she's stupid enough to move grass. So when she stands still at a window there could be happening anything and you wouldn't know at all what exactly because past patterns won't matter. Why not? Because a smart killer will not do the same over and over again, he will mix it up.

    So for example at a window, the spirit could:

    1. Vault, but waiting for that and react afterwards is not a option, to short window and no animation

    2. Phase the other way around, but u can't wait or double back because u don't know and in case she vaults u run into her arms

    3. Actually stand still and watching you, so she can react based on your decision and it's going to be gg against any decent spirit no matter what.

    From survivors perspective it's pure luck and coin flipping. And even when you guesses "right" it's probably not going to matter because the spirit has enough tools to react based on your decision and correct her mistake midgame.

    The detail here is that she is standing still. That is all the information you need to preform the mindgame.

    Any and all mindgame boil down 2 lists of actions each player could do, which each player must chose an action without knowledge of what the other player will do, and the costs and benefits of each combination of actions chosen.

    All mindgames will always eventually work out to this, regardless of the mechanical information you used to narrow down the options. If you have enough information to deduce the correct answer then it's not a mindgame, and if you have enough information to deduce what option they will pick then it's not a mindgame.

    It's either just strategy or a reaction.

    In the case of Spirit there are a lot of situations where mindgames are required due to how her powers effect is primarily information denial. The less information people have the more mindgames are possible. More information doesn't make mindgames easier, it just reduces the number of options each side has.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/701541#Comment_701541

    Not sure what to say to that then.

    Anyone who thinks IF is good I do not believe plays killer at rank 1. It's that bad of a perk. There are dozens of bad perks that are still much better than IF.

    IF is used to quickly snowball for a quick game.

    You bring a Killer that can quickly down people like Billy/Nurse, bring Monitor for extra range (and because monitor is a good perk in general) and then go ham on them.

    You down someone, IF procs and usually reveals at least one other Survivor, you down them too immediately and then it procs again telling you where the next target is and you go to down them too.

    Infectious Fright Nurse is currently one of the builds people use when they want to utterly crush Survivors, since the Nurse can immediately be right ontop of them through walls after each down keeping an insane amount of pressure and momentum going very fast.

    And of course if IF doesn't proc on a new Survivor then you just hook everyone you downed which is usually at least 2 Survivors right off the bat.

    Additionally it's also useful in gimmiky builds such as dedicated slug builds, DD builds, large terror radius builds, ect. But that's less important for obvious reasons.

    The only reason why I wouldn't use it on Spirit, Hag and Huntress is because of their small terror radius's.

  • Leatherface because his chainsaw is perfect for dealing with a lot of armored targets at once.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/701463#Comment_701463

    For what, the nerf itself, or the second part?

    If it's the changes, I remember seeing a Dev posting a comment about the general changes on a thread about the Demo, but I don't remember which one. If I find it, I'll let you know.

    The nerf

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/701474#Comment_701474

    True, but the only benefit I find from Spinechill and Premonition being used on non stealth Killers is a slight head start on 32M Killers and a good head start on 24M and smaller Killers. Not useless sure, but I feel most people run it for stealth Killers (and apparently Spirit lol), so it’d make them even harder to go against especially with how broken taking Ghostface out of his stealth is.

    It's certainly disproportionately useful against stealth Killers. But I mostly use Spine chill to get information on the Killers exact location.

    When you know the Killer is looking at you vs when they aren't you can estimate their angle and thus the optimal way to hide. And it can inform you if the Killer has no idea where you are and thus that you can keep working on your gen.

    It also helps you complete an objective last second with the 6% increase in speed but that one is niche.

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/701163#Comment_701163

    Oh thank the Entity! I’d have been seriously triggered if they did that, Pig and Ghostface are the main reason I run those perks, so I’d hate to see them nerfed into uselessness like MOM.

    They wouldn't be useless anyways. But sure.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/701261#Comment_701261

    A cooldown nerf, now he won't be able to teleport nearly as often.

    He doesn't see people, he sees the KI effect. If survivors start cleansing a portal after he teleports, they will get one before he can teleport again.

    Source?

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/700824#Comment_700824

    Read? There is nothing to read from a body standing still. The correct term is guessing.

    I personally don't dc, but I can absolutly understand why others do that and I'm not mad at all when my team mates do that after seeing it's a p3 spirit main. Everyone is suiciding on 1st hook anyway

    Reads are based off past actions, not mechanical data. It's only a guess the first time she does it.

    Human's aren't capable of preforming actions randomly, meaning that there will always be a pattern to her phasing behavior. That pattern can be determined over the course of the game allowing you to dodge her more effectively the longer the game goes on.

    Also it's just as much a guessing game for her as it is for you. Because the information you both have doesn't matter until it's enough for a guarantee at something, at which point it's no longer a guessing game for anyone.

    For example if there is a pallet between you and the Spirit, when you see her stop moving you know she's making a play (but you don't know what the play is).

    The Spirit needs to read you in order to figure out if you are going to vault the pallet or not. If she thinks you will vault she should stay still, if she thinks you will run then she needs to start phasing.

    As the Survivor if you think she will phase to the other side then you should vault (after waiting a second to get to the other side) and then run, and if you think she is standing still you should just run immediately.

    Iron will has no impact on either of these options.

    There are more complex things you can do as the Survivor to be more proactive in addition to those 2 options if you've gotten a REALLY good read on them. For example if the loop is small enough the Spirit can normally stand still and react to the basic options I just listed, so if you think she's doing that then you can start to run away thus making her start to phase, then double back and vault, just before she would reach the pallet, and then assuming she is still phasing at this point you vault a second time at which point her power should be almost drained and you can safely run to the next loop.

    If you have enough distance you can slow vault a window and then fast vault back to make them think you are on the other side of the window while you walk off, ect ect ect.

  • If you want to practice playing against a Spirit I would recommend the following build:

    • Fixated
    • No Mither
    • Iron will
    • Exhaustion perk of your choice

    The idea is to use Fixated to help you get used to what the Spirit sees. And then use No Mither + Iron will to simulate being healthy but disabling the Fixated walk speed buff, because that walk speed lets you do extra jukes and you don't want to have to rely on that.

    Once you are comfortable with manipulating your scratchmarks you can take off those perks (besides the exhaustion perk) and run your normal build. The same jukes will still work but now you can get hit twice, after the first game you need to use different jukes because scratchmark jukes alone won't work while injured.

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/700780#Comment_700780

    I’m hearing when bE does the Undetectable Rework for all Stealth Killers Spine Chill and Premonition won’t work either.

    False. Spine Chill and Premonition work against Undetectable.

    You can test this right now with the Demogorgon. I already have.

  • Wait you aren't told? I just assumed you were.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/700251#Comment_700251

    I have a question for you.

    Why do you think the penalty for staying around the hook in the scoring category is based on the radius around the hook and NOT the Killer's terror radius?

    Because the terror radius is usually large enough that it would unfairly punish Killers that are clearly not camping.

  • @PigNRun said:

    How would this pair with Stake Out though. I know that its "perk synergy" and all that, but with this combo you are significantly lowering the risk while retaining its usual reward.

    Also you don't even completely negate the risk. The skill check size decreases with each token so you become more likely to miss entirely

  • @PigNRun said:

    How would this pair with Stake Out though. I know that its "perk synergy" and all that, but with this combo you are significantly lowering the risk while retaining its usual reward.

    Exactly like you would expect.

    Using additional perks to lower the risk means you aren't using those perk slots to get additional benefits.

    Someone who is good at hitting greats will do better than someone using stake out due to being able to have an extra perk. Same for this isn't happening.

  • @YaiPa @FishFry247 Good now?

    @TAG removed that. I only had it there cuz the current version effects everyone, but thinking about it that doesn't make much sense for the current perk design.

  • @Ihatelife said:

    27% bonus progression seems a lot. I think it would be better if he bonus was changed from 5% to 2%. But your version of this perk would be a good build with autodidact and This is not happening, love it <3

    It has to be a lot. While it doesn't have to be a 25% boost (the remaining 2% is just from all greats in general) it needs to be large if it's supposed to be good at boosting non-generator completion times.

    remember, having max stacks with a 2% boost while cleansing a totem is still a very small speed increase.

    Something that requires perfectly getting greats every time should have a big reward.

    If 25% is too much maybe 20% or something?

    BTW with autodidact you only get the skill check odds and not the progression bonus (from this perk), since this perk only effects great skill check progress bonus, but only removes tokens if a great is possible (which with autodidact is not).

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/699024#Comment_699024

    Yeah and with "Stronger together" + the "Darksense" rework it's going to be even worst.

    How does it look now?

    Effects everything BESIDES Generators. Including things that don't normally have skill checks in the first place.

  • @YaiPa said:

    Sure, let's make gens go faster, why not.

    @FishFry247 said:

    Not to be a buzz kill but gens do not need to go faster in its current state, but its a cool idea

    @TheUnendingNightmare said:

    They probably wouldn't do it bc gen rush is already super toxic higher ups and the devs are trying to balance it (not really) but I really like the idea!

    If "Up the ante" would work this way I'd probably use it.

    Sounds like gen rush meta makes this perk problematic.

    I do have an idea to fix this and will update the OP accordingly. Thanks for the feedback <3

  • Murdered my wife and daughter? Oh no you bastard. You did something MUCH worse!

    You murdered my perk slot! What greater a transgression even is there to a gamer!?

  • @Peanits said:

    It's all equal.

    Survivors have cakes, killers have puddings.

    Survivors have WGLF, killers have BBQ.

    Both have party streamers and gateaus.

    Why is WGLF useless and BBQ amazing then?

  • @Alice_pbg said:

    The thing about spirit counterplay, is that 80% of it is not about the spirit herself, but whoever is playing her.

    You need to predict what the player would do.

    Unlike other killers where you counter the character way more than the player

    YES! Exactly! You get it. Mindgames aren't about the mechanics themselves, but about how psychology plays into those mechanics. You can't mechanically determine a correct answer and call it a "mindgame".

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