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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • I mean without their helmet they might run outside and who knows what might happen then! They might run into a fire or something! We can't have that now can we.

    Best to keep them here.

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    Forever

  • The entity told you to kill them. But is the right thing to do really to listen?

    Make love not war

    image.png


  • Otherwise the other perks aren't meta contenders. Useful for specific builds but not on their own merits.

  • @Devil_hit11 said:

    I think Inner strength is only good perk that survivors got from update. you cleanse a totem at the start of the match when killer hasn't found survivor and in 8 seconds, you get full heal with no teamwork involved up to 5 times using a locker.

    The rest of the perks either have too many drawbacks or aren't numerically strong enough. For example, Second wind requires you to heal someone, get hooked and then for a killer to not go after you. I understand that they don't want you to get a full heal during a chase, but requiring to heal another survivor just so you can heal yourself after a hook safe is really bad drawback. that will make that perk difficult to use. If it was just that you get a heal after getting saved from a hook when outside of TR, it would be solid perk. Camaraderie is a perk that is suppose punish facecamping, but ironically, If i see the survivor's hook state get paused as a killer, I'm just going to look for the person around the hook and your essentially giving me free information to camp a hook, On top of that, The duration for pausing struggling phase is too short to punish facecamping, If this perk lasted 60 seconds, then I'd really consider leaving hook or fear losing the game, but 15 seconds is not moving needle. Babysitter is perk that is suppose help the person who get rescued, but the irony is that the player who got rescued does not get information for where the killer is coming from and the person who rescues the person is giving the killer free information to chase them. So the player who got rescues might just run into the killer by mistake and the person who did unhook is getting a drawback. I think a fair buff for this perk would be that both players see the killer and the killer can't see the survivors because killers shouldn't be getting advantages for survivors running perks against them, they're meant to help survivor, not the killer. Fixated has unusual condition of needing to not be injured to get walking bonus speed, that should be removed. That condition alone completely removes it's viability. Better Together is for made for Prove thyself so it's for co-op generators, and it's more like reverse version of what bond does for you, but instead it's for the teammates. Feels like redundant perk that won't get used due to more useful perks.

    TL:DR Survivor perks could be strong but they need buffs to be more competitive with other perks in the long run.

    I'd see Second Wind procing quite a bit.

    Healing people isn't uncommon unless you are facing a Legion or Plague. So the conditions aren't that difficult to fulfill. The other conditions are just:

    A - The use case itself, I wouldn't call it a condition so much as a trigger.

    B - The terror radius thing

    It's not THAT hard to stay out of the Killers terror radius unless you are in a chase. Plus it synergizes with both BT and the new Babysitter perk (but not DS). So just run the perk, heal someone whenever you can and then when you are unhooked you can just go straight towards a gen without worrying about healing.

    Hardcounters Sloppy Butcher.

  • @ArrowTheGreat11 said:

    You guys are sleeping on Inner Strength. You do a totem at the start of the game, then get healed instantly after spending 8 seconds in a locker any time after that. Combine that will Q&Q and Iron Will and that’s a really good build

    Iron Will isn't needed.

    It's a great perk don't get me wrong, but it doesn't have a synergy with this perk in particular.

  • Inner Strength and Second wind have a good chance to be meta.

    Fixation is great for learning to juke Spirits.

    The other perks are good in specific builds but def won't be meta.

  • @justarandy said:

    "Just my unbiased opinion" lmao

    HEY!

    I already pointed that one out >:(

  • Amazing Killer perks:

    Ruin, PGTW and BBQ, that's basically it.

    ######### Killer perks:

    Monstrous Shrine, Unrelenting, Insidious, Iron Grasp, Unnerving Presence, Predator, Lightborn, Stridor, Dying Light, Third Seal, Overwhelming Presence, Beast of Prey, Territorial Imperative, Hangman's Trick, Coulrophobia, Iron Maiden, and Furtive Chase.

    That's 18 ######### perks and 3 Amazing perks

    There are currently 60 Killer perks so that leaves 39 good perks.

    Meanwhile Survivors.

    Amazing Survivor perks:

    Borrowed time, DS, DH, Sprint Burst, Lithe, Balanced landing and Adrenaline.

    Yes I have to count each exhaustion perk separately since they all count as a separate perk in the total perk count.

    ######### Survivor perks:

    Ace in the Hole, Aftercare, Boil Over, Buckle Up, Calm Spirit, Dark Sense, Déjà Vu, Flip-Flop, Hope, Left Behind, Mettle of Man, No Mither, No One Left Behind, Open-Handed, Plunderer's Instinct, Slippery Meat, Sole Survivor, Solidarity, Stake Out (you can always hit greats without it), This Is Not Happening, Technician, Tenacity, Up the Ante, Vigil, We're Gonna Live Forever, Windows of Opportunity

    That's 26 ######### perks and 7 Amazing perks

    There are currently 65 total survivor perks so 32 good perks.

    That's 7 more good perks that Killers have than survivors.

  • I'd like to point out.

    Killers have a lot of Good perks with very few Amazing or Useless perks (by comparison)

    Survivors have a bunch of Amazing perks and then a ######### ton of Useless perks.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/645254#Comment_645254

    Yo huntress lullaby and corrupt intervention aren't as bad as people make them out to be.

    Thanatophobia is good too.

    Overcharge and PWYF are great for specific builds. As is Furtive Chase but that's pushing it.

    The rest of those are varying degrees of bad tho. Fire up is almost good but the value is barely too small.

  • @Boosted_Dwight said:

    Locker warrior build:

    Head On, Quick and Quiet, Inner Strength, ( a perk of your choice)

    Head On + Q&Q + DS + Inner Strength = Middle finger to the Killer

  • Nope. Not how that works.

    Oblivious is not linked with undetectable.

    Want proof? Note the difference in these 2 lines:

    "We intend to roll out this status effect to other existing powers, perks and add-ons, where relevant, in upcoming chapter / mid-chapter releases."

    "Following this, we will include Oblivious in other powers, perks, and add-ons in later patches. "

    The first says they are putting in the next patch where applicable.

    The second says that besides the new Killer there will be new stuff in future patches for the status. AKA: Not the next patch.

    Currently the only confirmed use of the Oblivious status is when a Survivor is interacting with the Demegorgon portals. The difference is that Oblivious effects a Survivor while Undetectable effects the Killer.

    Undetectable is the one for stealth Killers.

    Oblivious is a status that would go on things like 3rd seal or be applied to Survivors via attacks + addons like other statuses.

  • Also I think the perks are awesome.

  • @fcc2014 said:

    @Peanits In the scenario someone running to a pallet could achieve 3s of not running hit a stun or just drop the pallet creating enough time to recover and sprint away.

    They could but you'd only gain an extra 0.78 meters compared to if you just ran while ignoring the exhaustion perk.

  • Regarding Surge + Cruel Confinement this has a deceptively good synergy.

    A: Cruel Confinement procs and lets you get an easy down to also proc Surge

    B: Survivors 99% Gens to avoid the easy down, however now Surge will be regressing the 99%ed gens for more total regress.

  • @Cornpopers_Evan said:

    Oh also, just to update everyone, the Demogorgon is confirmed to have a 115% movement speed.

    Where?

  • This effect got into the new perk and I'm sad because lightweight synergizes better with the effect.

  • TBH what makes or breaks it for me is the number of portals he can place.

    If he's limited to just a few then he's meh.

    If he can place a lot of them then he's amazing.

    Think about it, place a portal at a choke point and then hide a second one close by but not quite at it.

    If they try and close the portal at the choke point then teleport to the other one and attack them while they are oblivious, disarming the trap reveals them and leaves them vulnerable and his pounce is going to be great for surprise attacks like these.

    Unlike Freddy there is WAY less telegraphing where he's going to be and there might not even be much of a Cooldown either if any, so you can be everywhere always.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/644936#Comment_644936

    Also true, I was just comparing it to a medkit which takes only 16 seconds alone. If you compare it to self care it's 400% faster.

    I said 400% efficient cuz I was comparing it to healing with someone else perkless. So 200% speed = 400% more efficient. Self care is 100% efficient btw even though it's 50% slower.

    Medkits are already 200% efficiency

  • Don't forget about instant heal medkits.

  • Also both perks take a total time of 22 seconds. So neither of them are faster than the other. But breaking totems also means:

    • Removing Hex's
    • Getting a ######### ton of BP
    • Stopping ruin

    Also while Pharmacy's medkit does have 3 uses per trial, Inner strength has 5 and also doesn't take the item slot.

    In fact, you could just bring the emergency medkit to begin with and ignore pharmacy entirely.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/644906#Comment_644906

    Only 3 chests around the map vs 5 totems. Also you're getting a 100% faster heal+you're breaking totems for noed (or hex perks in general). On top of that, you can't be seen with Nurse's Calling.

    Unless you're specifically looking to gather medkits, I would use Inner Strength 100% of the time over pharmacy.

    Even better. 8 seconds isn't just 200% efficient compared to just healing, but since it's just you that makes it 400% efficient.

    And it's synergy with Q&Q means you can use it mid chase sometimes if you manage to break LoS

  • @akbays35 said:

    It's not a bad idea and I do like more perks that interact with totems and lockers more, but I think killers will run Haunted Ground and Iron Maiden more when Nancy comes out.

    Finally! A use for Iron Maiden!

  • I might get this DLC depending on the price. And that's saying something considering until now Spirit is the only DLC I've ever gotten.

  • Some of the perks are meh. But the majority if them are awesome either as meta candidates or for gimmik builds

  • @Rasinbran said:

    https://forum.deadbydaylight.com/en/discussion/comment/642765#Comment_642765

    There's not too much impressive about doing generators

    Hence my struggle. It's easy to get mad but I shouldn't be insulting people for doing their jobs effectively.

  • Also regardless of the speed you still can't keep up with a Survivor after being stunned, because there is a pallet in the way.

    Speaking of which I should probably make sure it only effects pallet stuns because a DS/Head on stun has different balance considerations for the same reason as Enduring.

  • @DWolfAlpha said:

    If the idea of the mask is that with it on he can pass for normal, and with it off his true colors are shown, wouldn't it make more sense if his terror radius was bigger with it off, as he would then be more terrifying? This would also fit with the oblivious status effect. Get a hit with the mask on, remove it while they can't hear heartbeat.

    Also, for it to be balanced, I think stunning should at the very least get rid of bloodlust. Same if you land a hit. I could also see the speed while unmasked being a tad slower. Not sure how fair it would be if you could keep up with a survivor after being hit with a pallet since it's purpose is to help you escape.

    Regarding the terror radius thing this was actually the case when I initially started drafting it. I only didn't follow through with it because I was having trouble balancing it, so instead I had the mask off be terrifying to those NOT nearby in order to both have it be terrifying AND have a small terror radius.

    As for bloodlust, it would already be removed when hitting someone (because that's just how bloodlust works), but adding it being removed for stuns sounds fair.

    Like I said I could make him 110% while unmasked and make that work, so that would be ok.

    However I'm not sure how to balance him having a low terror radius while Masked, since speed generally implies a larger terror radius for balance reasons and he can't have too many drawbacks while in that form because he's supposed to be able to get hits off in order to inflict obliviousness.

    It's not that I'm against the idea, it's just that I'm unsure of how to make it work regarding the specifics.

  • @StupidButTru said:

    https://forum.deadbydaylight.com/en/discussion/82525/the-weakest-killer-how-do-we-buff-him

    I don't know about that most leatherface just get right behind you rev up the chainsaw and insta down, don't think he needs a buff unless they take away the one shot down capablity

    No. Maybe getting an insta down when the stars align isn't the standards we are going for. In order to get a down with the chainsaw you need to be withing 0.906 meters of the Survivor when you start reving. And they need to not be within 3ish seconds of a window or pallet.

    By comparison, Hillbilly can instadown you cross map, AND loses less distance when charging the saw AND has a ton of utility from it AND has a much lower cooldown when hitting something AND accelerates instantly AND is considered to be one of the most balanced Killers in the game if not the best balanced.

  • @Neonova said:

    Rank 1 LF main here. He does not need a buff. He is great at locating, and downing. The only buffs I would do are. Chil/AWC Increase movement speed by 5% decrease Chainsaw charge slow by 25/50% and than reduce his bump penalty from 5 seconds to the amount of time left in the charge. As you swing for I believe 5 seconds meaning hitting right away will cause you to suffer the full 5

    Uhhh he has literally nothing to help with Locating. So at best he's exactly as good as other M1 Killers at that.

  • @ad19970 said:

    Seems like an interesting idea. I do think that moving at normal speed when being stunned or recovering from an attack would be too much though.

    Also, the perks you suggest seem way to strong. Especially the first one. A survivor suffering a 25% penalty to action speed whenever they exit your terror radius, and that for 60 seconds is way too much. The idea is neat, but the values are way too high. Maybe if it's just 16% or 18%, and just for 20/25/30 seconds. The decreased action speed should also disappear whenever you reenter the killers terror radius.

    Values nerfed on the perk.

  • Also it doesn't work on Hatchets since those aren't basic attacks. Iridescent hatchets are bad enough without being a perk.

  • @HatCreature said:

    Well if Tier 1 and 2 only wastes tokens on injured Survivors then at the start of the match you could down 2 people then just chase the unhookers etc. You can use Tier 1 and 2 a lot longer than at Tier 3 so players probably wouldn't ever upgrade it to 3 since you'd lose both tokens at the start of the match.

    Theoretically you can keep at least 1 token all game if you have Survivors healing, Thana, would keep the Gens slow so they might want to heal, basically the problem that Plague has but in a perk. Sure once Survivors realize you have the perk they might not heal anymore but then everyone is still an instadown and if you're a Huntress that's an easy game.

    Nonono. Tier 1 and 2 still consume tokens on healthy survivors. Tier 3 just ONLY consumed tokens on healthy survivors.

  • btw if needed I can make him 110% when unmasked. I don't think I have to (or I would have done that to begin with) but I'd rather make him slower in that form than make him not have unique and interesting properties. Having access to a 120% form means I can do that sort of thing.

  • @HatCreature said:

    So on a serious note, this is interesting. I really like the speed boost during stuns and successful attacks, that's especially dangerous. This means you can STILL be right up on their ass after you attack them, you still have the attack cooldown but you weren't slowed at all which is massive. The lunge idea is really cool, the animation would be fast and probably uncounterable though.

    So about the perk Fear of The Unknown, does it have any use in tier 1 and 2? At 3 it says healthy Survivor and 2 tokens so that's 2 instadowns but what about the other tiers?

    Your last perk making the Obsession Oblivious, if this has a base counter and not a counter per Obsession this would be very useful with Furtive Chase because your Obsession switches. You could chase 3 people with no TR.

    Tiers 1 and 2 waste tokens when attacking injured survivors (for Tier 1 that rarely matters though). Tier 3 only expends the token if the survivor is healthy.

    It's kinda a dumb downside I know but I didn't want to have 3 tokens at tier 3 since that could lead to games being WAY to fast.

  • @ASAPTurtle said:

    Its cool, but what the purpose of having a increased Movement Speed and terror radius, its not like the game still has pallet suck.

    Movement speed increase = shorter patrol times. I specifically designed the other form to be good enough at chases that the movement speed alone isn't enough to be better than the other advantages.

  • A great example of option C in action is when you compare the Hag and the Trapper. Both of their powers use the same type of strategy (put traps in choke points and loops, chase them into it, profit), but Trapper has both obvious strengths and obvious weaknesses. Playing trapper is easy, beating trapper is also easy. Yes a great trapper will wreck a bad one any day but he's hardly a candidate for top tier.

    Meanwhile Hag is far less intuitive, but covers pretty much all of the obvious weaknesses Trapper has (long setup times, safe disarming, ect). Using her is harder when you are first starting, but once you get good it doesn't feel like that and you get better results for the most part.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/642997#Comment_642997

    The idea makes so much more sense now lol I was thinking, why is the guy more powerful without the mask 🤣

    All this is doing is making me want to change the name.

    The idea is that with the mask he's fast but not agile, but with the mask he's agile but not fast (by comparison).

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/643063#Comment_643063

    As the game is currently, it is very difficult to balance it for both parties as well as for killer as for survivor, as for ranks 20 as for ranks 1, the devs must think about it ... also .. very good players, players who hide The whole game (very boring), there are many problems currently in the game, which makes it ... frustrating. So, it is really difficult to balance it for one part, I don't want that either, I want everything to be right for everyone, nor make it easy for "new" players, because on the other hand the best players would abuse ...

    The first thing I would do if I were dev: improve the weakest killers, then adjust the strongest killers DO NOT MISS super nerf, but adjust them, then review MAP BY MAP, reduce the strongest loops so that a survivor with 0 of skill abuse of this and ... lose the killer more than 2 minutes in pursuit ..., after that, adjust, review all the perks of the game one by one ... and improve them. Introducing changes little by little, to see how the players adapt, if I locate something OP, I put a patch adjusting numbers, I create new features for the game to make it more fun .. new objective? I would check to fit all the game fields and having all the BALANCED killers fit PERFECT, I think this is not difficult.

    Balancing at any particular rank is easy if you know what you are doing. The hard part is balancing at ALL ranks simultaneously. Just changing the mechanics based off rank both defeats the point of ranking and encourages deranking in one way or another.

    In any case one of these needs to happen (from best to worst in terms of my opinion):

    • A: Basic mechanics have different strategies with different difficulties in terms of execution and complexity. Each level of difficulty is identical (or close enough anyways) in effectiveness to it's equivalent on the other side.
    • B: All strategies are made sufficiently easy that the average survivor could be expected to execute them. This is part of the goal behind QoL changes where specific things that aren't supposed to be the games challenge are trivialized, this isn't a bad thing.
    • C: Rather than re-balancing the entire games core mechanics we simply have different Killers/Perk builds, the best perk builds/Killer must also be the hardest to use and the worst should be incredibly easy to both use and counter. This means the best Killer would be balanced to face the best possible set of Survivors but that not ALL Killers would be. This isn't a great solution and is pretty close to what the game looks like right now, but it technically works.
    • D: Implement mechanics such that putting in more effort than is needed is rewarded further in some way. Personally I despise this solution.


  • God I hope not. I was going for being terrifying UNDER the mask and not quite as much with the mask on.

    Like the mask lets them go around looking normalish while taking the mask off reveals their true colors.

  • Don't be silly. Everyone's opinion is biased, don't kid yourself and claim to be the exception.

  • The only way I can see something like this working is if the new method is also difficult to use for Killers. Thus making it so that high skill Killers will output more pressure but low skill Killers will output the same amount of pressure.

    I'm not 100% sure how exactly to go about this, but simply giving a flat increase in the amount of time it takes to open the gates from the start of the game is not it.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/643036#Comment_643036

    Oh #########, I completely read right over that. Well if this is real then this is good news, he'll have something else besides the holes, like Freddy has something else besides the Gens. Starting to get excited if this reporter is reliable.

    That scratchmark perk sounds cool, I've been doing this by myself without the perk but this could help, though I usually only do this tactic with Urban Evasion and I doubt you can walk as fast as that.

    Don't get me wrong it's a great effect. I just think the scratchmarks thing should have been a lightweight QoL change instead since that's the perk all about scratchmark manipulation.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/643026#Comment_643026

    Oh this article, this is in another thread. The perks sound good but does not make the Demogorgon ''strong'' as anyone can use them. Hope this is fake or there are lots of details left out. Probably fake though, I like the Gen perk though.

    It sounds like there are details missing. For example: "one of the main abilities of Demogorgon" implies that there are other abilities.

  • I'm disappointed that seeing your own scratchmarks is going to a new perk instead of being a lightweight buff

  • I was lucky enough to get it off the shrine that one time it was there. Best 2000 shards spent in my life

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