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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • Regarding the portal:

    • It also has a stealth effect for bonus utility. We do not know the duration of this
    • We do not actually know how the red glow works. It could appear when you start to come out, it could appear when you finish coming out. All we know is that it also appears when disabling a trap.
    • You already can pick any portal. No idea where you are getting this forced location idea but they specifically sated then if you are on a portal then you can travel to any other portal.
  • Self care is a good perk.

    Medkits are just far better than every healing perk in general, not just SC.

  • @Mtom912 said:

    No mither, self care, solidarity, and pharmacy build is op

    Swapping out Pharmacy for the new Inner Strength perk is going to make it OP.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/644895#Comment_644895

    The lunge actually looks quite promising at being able to hit survivors who would otherwise make 1 more loop around a pallet or make it to a window. The fact you don't get slowed by it is what sets it apart from Pig's ambush. It may be simple, but that doesn't mean it can't be an effective tool for a chase.

    You get slowed. Not sure by how much but you are moving slower than survivor speed right before the lunge.

  • @Skrill0x said:

    NOT GONNA WORK, Hatchets dont count as basic attacks either and you lose stacks of stbfl when throwing one

    Ambush doesn't.

    I don't get it either.

  • @PolarBear said:

    They should first of all, make styptic and syringe their own item and not an add-on. Second syringe should not heal 2 health states. To change those add-ons to also be passive healing, like @Milo suggested, could also fix the problem instaheals now have.

    @SkeletalElite I think the they could make it so syringe works during chase while styptic doesn't.

    @NuclearBurrito said:

    By default a 1 use item with an instant buff effect. Can be used while running.

    Yellow: Antibiotic Syringe - Removes any temporary debuffs you have and any buffs you have are 100% more effective for 20 seconds. Doesn't interact with no mither

    Green: Anesthetic Syringe - blood lasts 50% less, scrach marks last 50% less and breathing is 50% as loud for 20 seconds

    Purple: Steroids Syringe - 5% haste for 20 Seconds

    Ebony: Anti-Hemorrhagic Syringe - Heals you for 5% of your health progress bar for 20 seconds. Costs double uses if you have more than 1

    Addons:

    Bown:

    • +5 seconds duration
    • All good skill checks are 50% bigger for the duration
    • All great skill checks are 25% bigger for the duration

    Yellow:

    • +1 uses
    • +10 seconds duration
    • All good skill checks are 100% bigger for the duration
    • All great skill checks are 50% bigger for the duration

    Green:

    • +2 uses
    • +20 seconds duration
    • All great skill checks are 100% bigger for the duration

    Purple:

    • The timer will not go down when it's effect isn't doing anything
    • 50% extra Syringe effectiveness

    Ebony:

    • 100% extra Syringe effectiveness

    Instant heals would be removed from medkits due to being redundant with the Syringes.

    The idea behind these is to provide a temporary advantage, usually in a chase.

    For example the yellow syringe can be used to remove exhaustion and can be combined with an exhaustion perk to get 3 seconds of 200% movement speed. Or it can be combined with hope during endgame to get 114% MS for 20 seconds.

    Green syringe can provide juke opportunities. Combining it with the Ebony addon makes you give off no scratchmarks, blood or other noise.

    The Purple Syringe simply provides more speed which has obvious uses

    The Ebony Syringe is basically just a more balanced instaheal

    Using a yellow syringe plus both effectiveness addons and hope lets you reach a maximum speed of 124.5% for 20 seconds. Just using the Ebony addon and the green durration addon you can get 121% for 40 seconds. But since this is only during endgame it isn't likely to really matter enough to be a problem.


  • @toxicmegg said:

    then rework moris and instadowns as well

    And.

    Not then.

    These mechanics don't have a special interaction so they aren't connected

  • @Marcus said:

    "Ambush isn't designed to be used mid chase", however her Ambush is better to use mid chase as an anti loop tool than to Ambush someone.

    I would have used different word choice if this wasn't true. But it's true.

  • @PolarBear said:

    So make the flashlight a bullying tool like it used to be? How about no.

    First of all, why would you want insta-blinds back? Second, why would you make one item the ultimate counter to most of the killers and their abilities?

    I'm genuinely shocked if this thread isn't bait.

    Baits are stupid. I suggest things because I think they are cool/good/whatever.

    They don't counter any abilities at all, hinder? Yes, but not counter. Closest you get to countering would be with Freddy's dream pallets but even then he still has the rest of his kit and mid chase that won't help you

    Insta-blinding the Killer whenever is dumb, but this is not whenever, you have to do it when it is risky to do so and they still get to do whatever it is they were trying to do.

    It has to be instant otherwise there will be no point due to the massive risk given when the window is.

    Blinding a billy using his chainsaw isn't going to stop a good billy from instadowning you if he's back reving. But it might let you juke him around a corner.

    Consider how flashlights work right now. You can sometimes get something going when they vault, once in a blue moon you'll get a flashlight save, and then you make Wraith and Hag complete ass because they can't use their power. The only Killer it has an actually interesting dynamic with is the Spirit. You can use it to remove the husk, which is useful for catching out a mindgame but doesn't cancel out her power entirely.

    So instead of having it completely shut down 2 Killers and be useless and the remaining Killers I'm trying to have it be decently useful against all Killers and not completely shut down any of them.

  • @ArrowTheGreat11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/647113#Comment_647113

    but it adds doing totems to the objective. Everyone who complains about Noed will now have an objective to do and can benefit from it later down the road

    It does. I like the perk a lot and think it's a meta candidate.

    What I am saying says more about how amazing Medkits are than anything about these perks.

  • Being broken isn't a prerequisite for Second Wind.

    You just have to have healed someone and be outside of the terror radius.

  • Anyways 3 gen strats don't tend to work THAT well. The strategy I mentioned helps but it's not something you'd rely on.

  • Also the counter would be to destroy the portals while you gen rush a specific of the 3 gens as a team. If someone dies early on then doing this would be really hard.

    If he has a cooldown then he's going to be really bad tho. I really hope he doesn't.

    A cooldown on PLACING the portals would be fine, but teleporting with them shouldn't be too limited.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/647156#Comment_647156

    The teleport will probably have some cooldown on it and the survivors will probably get a warning around the portal location that the killer is coming (Maybe a light from the portal?).

    If this would be possible though, it would probably be changed after the PTB.

    We have no reason to believe there is a cooldown currently, and a light wouldn't stop him from doing this, since he can place the portal out of LoS from the gen and use the temporary stealth he gets from teleporting to go for a grab or something.

  • Hold on now. He doesn't even need to 3 gen if the teleport doesn't have a cooldown.

    Just run Fire Up, Mindbreaker, PGTW and Surveillance

    Put 2 portals near each of the last 3 gens (doesn't matter which 3) and then repeatedly teleport between them, use Mindbreaker to stop them from Sprint Bursting way to distract you, Fire Up for the increased vault and break speed at the late game (the one situation where the perk is actually good)

    Even if all 3 gens are on opposite sides of the map your portals mean you can keep pressure on all 3 anyways.

  • @ArrowTheGreat11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/646678#Comment_646678

    But a med-kit only works once or twice depending on the add-ons. Inner Strength is a one-time use but 8 seconds to be fully healed is pretty clutch

    It is. I'm just saying a medkit isn't a fair comparison because a medkit is better than everything. So pointing out that it's better than this perk too (8+14 from cleansing a totem is slower than a medkit) doesn't mean much.

  • She's not one of the weakest Killers. But no she doesn't need a nerf.

  • @TheUnendingNightmare said:

    There's videos showing exactly what it does but honestly you don't even need too. Just equip it and you can already tell when a killer is use to follow bright tracks. Most of the time he'll go the wrong way.

    It's QoL. You don't strictly need it ever, it's just nice to have.

  • I think it would be better if it made it so the person with the perk is the one doing the rescue rather than the one on the Hook. That way you (as the person doing the rescue) can actually plan around the extra time rather than just being surprised by it after timing it out to not need it anyways.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/644997#Comment_644997

    The "community suggested a buff to x perk that is weaker but is made into its own perk instead" cliche

    *ding! Plus 1 sin*

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/646772#Comment_646772

    You seem pretty confused. Loser Face™ is Ghost Face.

    That just sounds silly. Everyone knows Loser Face is the one who runs around stabbing everyone with a knife repeatedly.

    Ghostface stabs you just once.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/645911#Comment_645911

    "Loser Face™ is not low tier"

    Meme of the week, guys. Meme of the week.

    Loser Face may be lower tier

    But Ghostface is not

  • From what we've seen it's just a faster dash.

    Faster than the pig's btw.

  • Also Ghostface isn't stealthed while in a chase and Myers (the other good stealth Killer) isn't stealthed the second he tiers up.

  • I'm not talking about instant heals.

    Simply having a 16 seconds self heal is already 200% efficiency. That's the same as Well make it except it's always and it doesn't take a perk slot.

  • @Neonova said:

    https://forum.deadbydaylight.com/en/discussion/comment/643686#Comment_643686

    Bbqc is his perk, designed for him. He can locate technically better than almost anyone else besides freddy nurse and trapper as they have it as a part of there kit. If you remove perks those three (to my knowledge) are the only three with locating. With perks bubba is best.

    Perks are not Killer specific. I run BBQ on a lot of Killers that aren't leatherface.

  • @michaelrandom27 said:

    @NuclearBurrito The Second Wind perk is the one that worries me the most. The killer knows that if he doesn't tunnel you, you will get a free heal. Therefore, it is better for the killer's game to tunnel you. I don't think anybody is going to get much use out of a perk like that. We've seen similar examples of this, too. Whenever someone brings No Mither as a joke build, the killer never slugs that survivor, making the one major benefit of that perk useless. That's why this worries me. Second Wind seems like it could be a really good perk if the killer didn't know the survivor had it.

    I mean getting away from the Hook before the Killer can find you happens all the time. Yes in terms of making the Killer want to tunnel it sucks, but it's not going to invalidate the perk.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/646049#Comment_646049

    The survivor perks are on the same power level as the new killer perks.

    2 of them are meta candidates.

    Specifically Second Wind and Inner Strength

    Babysitter is pretty good

    The other 3 are alright but nothing amazing.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/646051#Comment_646051

    Made me raise my eyebrows too. NOED + Cruel Confinement however? Now that’s a combination.

    Still no. Cruel Confinement will have already procced every time it can have by the time NOED procs.

  • @Jdsgames said:

    The only one broken here was OoO and Spine Chill slightly.

    Spine chill isn't affected by this lol

  • Babysitter is pushing it. Doesn't encourage camping any more than BT and DS do.

    Mindbreaker doesn't involve camping or tunneling even in the situation you named. What you described is patrolling and it isn't problematic.

    Cruel Confinement doesn't involve gen camping. Whatever gen you camp isn't the one that is about to pop. The Survivors won't do a gen if you are right there (if they aren't dumb)

    Surge will still proc if they run away because 32 meters is enough that unless it's the endgame and you have a 3 gen strat they will nearly always be within 32 meters of a gen no matter which direction they run.

    Camaraderie in theory makes camping worse (tactically), the value is too low to actually do that but in theory it works. In any case it doesn't encourage tunneling any more than unhooking in general does.

    That just leaves Second Wind

  • How exactly do these perks synergize at all.

    NOED's effect is only present when Surge's is not since the gens are all completed at that point.

  • The Plague. Most toxic Killer in the game.

  • 2 seconds actually.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/645998#Comment_645998

    But the teachables won’t be interchangeable for a while to a beginner. Sure a Stranger Things fan will stuff about with other survivors and killers. But a new player switching from Dwight to Nancy will see the value in both either Bond and Better Together UNTIL they’ve reached a point where they can choose either on the same character.

    I myself as a solo survivor probably will use Better Together, and will be grateful to other players that do as well.

    And as for the universal perks, there’s still no guarantee when those will pop up in a new players blood web.

    If you have no techables then statistically they will.

  • Also Meg is the only survivor who's techables are all great.

    Claudette comes close but empathy is just alright but kinda eh.

  • @StupidButTru said:

    https://forum.deadbydaylight.com/en/discussion/comment/646003#Comment_646003

    Right so the new survivor perks has no business being beginner perks since there are already beginner perks.

    No there is nothing wrong with this new chapter also having beginner perks. They aren't like the existing ones so they aren't overlapping design possibilities.

    There is no limit to the number of perks that could be used to assist new players. So long as there are also perks that are useful on their own (which there are 3 in this DLC) it's fine.

    Pretty much all chapters end up like this. You have 2 perks that are only useful for either gimmiks or new players and then 1 perk which is good at higher levels. Not necessarily meta mind you but still a good perk.

    Ash's was nerfed into the ground so worrying about that happening again is justified. But for example:

    Jane - Head on

    Jeff - Distortion

    Adam - Deliverance

    Kate - Dance with me

    Tap - ######### tap

    Quentin - Wake up

    Feng - Lithe

    Ace - ######### ace

    Laurie - Decisive Strike

    So besides Ace, Tap and now Ash every DLC survivor has 1, maybe 2 perks that get used and the rest may as well not exist. That's a roughly 33% ratio of good perks.

    This patch has 3 good survivor perks and 3 not as good but still interesting perks. 50% good perks is better than most DLC's and there are more total perks so that means that this DLC has more good perks than any other single patch ever.

    Also all 3 Killer perks are good. Not all of them are meta, but they are all good perks that I'd see myself using in a serious game.

  • @StupidButTru said:

    https://forum.deadbydaylight.com/en/discussion/comment/645984#Comment_645984

    I thought that was what Deja Vu, Alert, and all those other beginners perks are for???? Oh wait nah they don't count huh????

    Deja Vu would indeed be another beginner perk. But it serves a different purpose from these ones regarding the specifics. Also it's not as good.

    Alert isn't a training wheels perk and shouldn't be categorized as such.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/82876/survivor-new-perks-are-laughable

    You’re just not getting it at all.

    BHVR are banking on a lot of new players jumping on board DBD due to Stranger Things, so they’re keeping beginners (particularly solo survivors) in mind with these new perks.

    Beginners, jumping into the game using Steve or Nancy are not going to have immediate access to the other perks you mentioned.

    Geez Louise, do you ever post anything positive in these forums?!?!

    i mean why do you play this game?!?!

    All of those perks besides Dance with me would be available to noobs.

    Empathy/Bond is on Dwight/Claudette which are starting survivors.

    Lightweight/Deja Vu aren't teachable and thus are unlocked on everyone from the start.

  • @StupidButTru said:

    https://forum.deadbydaylight.com/en/discussion/comment/645976#Comment_645976

    I already know there will be survivors who will purposely troll other survivors by breaking all the totems early game to prevent usage out of this perk I mean sure totems will be gone but that perk slot tho, could've been so useful.

    Tolls can do a lot worse than breaking totems. If this perk leads to Trolls spending their time disabling NOED and Ruin instead of leading the Killer to me with Bond then I'm happy.

  • If you are refering to Survivors with Maps then they are probably also running this perk and getting a lot of use out of it.

    Otherwise I have no idea what that's supposed to mean.

  • Inner Strength is really good. You're likely to cleanse a totem anyways just because a lot of Killer run either Ruin or NOED. And there is 5 of them so you are very likely to find at least 1 of them very quickly.

    While it's not faster than a medkit it is far faster than self care (by 10 seconds to be exact). But more importantly it has side benefits:

    • Being in a locker for 8 seconds in a chase is doable with other perks, particularly DS which is a meta perk anyways.
    • It completely ignores healing modifiers like sloppy butcher
    • It can be primed in advance
    • You should be cleansing totems anyways to stop NOED and Ruin ect.
  • @Theluckyboi said:

    *teabags in ghostface*

    *teabags in Pig*

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/645753#Comment_645753

    You know what also counters sloppy butcher? Inner strength. In fact I haven't spoken a enough about why I think this perk has most potential to be game-breaking. in fact, it doesn't just counter sloppy butcher, it counters any and all perks or add-on's the slow healing, which includes huntress add-on, clown add-on, billy's add-on's, Dying light, Thantophobia,Coulrophobia , Sloppy and most of those things were pretty bad already, but they're useless now. Lockers block aura's, so this means that Nurse calling is also ineffective against this type of healing. Due to other perks, You can't physically prevent this perk from not working. Suppose you get hooked, Someone Unhooks you, you jump in a locker, If a killer doesn't grab you, you full heal, If he grabs, you decisive strike him and If you wait too long, you can head-on him and you get free escape with full heal. That's why Inner strength has big potential to be meta defining perk. This can occur up to 5 times per game. Second wind is really nothing compared to the potential that this perk has to offer.

    Russian Roulette Spirit says hi.

    But yeah Inner strength is great. I wouldn't say gamebreaking but it's certainly a meta candidate.

  • I'd like to remind you that this doesn't specify dull totem. Meaning if you find ruin this perk procs.

    And you can save it as long as you feel like.

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/645772#Comment_645772

    You're right about being able to get a charge before a chase/while healthy. Good point, I didn't think about that!

    If you're talking about hiding in a locker mid-chase with Quick & Quiet, I guess that could work, but you need a full 8 seconds without the killer checking the locker. It's possible, but unreliable against competent killers imo.

    Also, I'd like to add that I like this perk just because it will encourage Survivors to search for totems instead of doing gens for awhile. So, perhaps it's better than I thought. I'd still prefer Self-Care or a medkit, personally.

    Nothing beats a medkit.

    Medkits are always by far the best healing method in the game besides sometimes Adrenaline.

  • Or better yet, do both.

    Hop into a locker (slowly to not proc Q&Q), if he waits you heal and Head On him. If he grabs you then you DS him and Q&Q into an unseen locker while he's stunned to get the heal anyways.

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/645772#Comment_645772

    You're right about being able to get a charge before a chase/while healthy. Good point, I didn't think about that!

    If you're talking about hiding in a locker mid-chase with Quick & Quiet, I guess that could work, but you need a full 8 seconds without the killer checking the locker. It's possible, but unreliable against competent killers imo.

    Also, I'd like to add that I like this perk just because it will encourage Survivors to search for totems instead of doing gens for awhile. So, perhaps it's better than I thought. I'd still prefer Self-Care or a medkit, personally.

    Don't forget about DS and Head-on.

    Quick and Quiet is one way to do it but DS is more effective. They either tank the DS or let you get the heal.

  • The broken effect is ALSO only on an Unhook.

    Until you are hooked and unhooked you aren't broken and can heal like normal.

  • @Ghoste said:

    I really like the idea of Inner Strength, but consider this:

    • Only 5 totems spawn. Your teammates will probably want to cleanse them too, so you get maybe 2 charges per game, if you can find one when you need one.
    • Cleansing a totem takes 12 seconds. Inner Strength takes 8 seconds in a locker to heal. Add in the time to run to a locker after you get the totem, and you probably could've Self-Cared in that time (32 seconds). Also, Self-Care is unlimited use and doesn't require cleansing a totem to use.
    • If you're in SWF, you can ask a teammate to heal you, or use Bond if you're Solo.

    I thought it seemed good at first, but I think it's better on paper than in practice. I'm not saying it's bad, but the condition of cleansing a totem is too unreliable, and there are better perks for getting healed.

    The REAL benefit is that:

    A - Cleansing totems has additional benefits

    and

    B - You can cleanse the totem before you've been chased, thus letting you have it procced when you need it most.

    and finally

    C - With other perks you can get it to heal you mid chase. Which is worth the setup time.

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