NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Comments
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@Fab said:
Yes. Apparently he also has a stealth ability.
Link?
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And again by comparison the other 2 survivors in the working seperately situation never even had to leave the generator in the first palace and are working with 100% efficiency.
AND there is the possability that the Survivor with Prove Thyself ends up being the one chased thus forcing you to work at a terrible 90% efficiency.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/642995#Comment_642995
But he cant follow all three so 2 can return to the gen, regardless whether or not you pressure multiple gens at the same time prove thyself exponentially increases gen output especially when stacked with toolboxes
a 1% decrease in efficiency does not exponentially increase your gen output.
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@Jed_Olsen said:
Im down, if Jim Carey is down
Not THAT mask
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/642882#Comment_642882
If uninterrupted and overall it may be faster but it's not quite as effective most of the time depending on the chaser
Interrupted it's an even bigger improvement to work separately.
Killer runs into 3 people on a gen and suddenly all 3 of them have to get off.
If he runs into just 1 person on a gen then only that 1 person is now being pressured.
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Prove thyself is only useful for the last gen since the math for doing it separate breaks down there.
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@DingDongs said:
https://forum.deadbydaylight.com/en/discussion/comment/642767#Comment_642767
But it is definitely much faster when someone(or both) using toolbox, hit great skill and killer don't have or lost ruin.
I'm main Prove Thyself perk and at least it's much better than nothing
No. It's always faster to work separately regardless of build.
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Even 4 people is 21.9 seconds with prove thyself
Separately it's 20 seconds flat.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/642767#Comment_642767
Still..3 people on anprove thyself boosted gen takes less than twenty seconds
It takes exactly 27.7 seconds. By comparison if those 3 survivors were on different gens it would be an average of 26.6 seconds per gen.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/642820#Comment_642820
Woah woah noooo making them faster plus bloodlust chase would end easily.
Better than 2-3 minute gens.
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I wouldn't put it to more than 100 seconds per gen no matter how bad gen rush and looping get.
If it gets that far then I'd rather speed up Killers drastically instead.
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@MrPeterPFL said:
Increasing Gen times is a nerf to Solo Survivors. Let's find a way to buff solo survivors first before we change the game-plan.
It's a nerf to all Survivors.
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Also Prove Thyself isn't an issue. Even with the perk it's not faster to complete generators together compared to separately.
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Whenever I get gen rushed I'm always torn between complaining about it and complementing the survivors. I always end up doing an awkward combination of both and I really should just make up my mind on what I want to say if anything.
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@Boosted_Dwight said:
Rule #492
- If playing Legion you must use Frenzy for every hit even if they already have deep wounds. If broken you will be called a baby killer end game chat and forced to go through it all.
I'll make a survivor one as well:
- Out playing the killer is considered "toxic" and will result on you getting flamed on the forums for being toxic.
Laughs in gimmicky Frank's mixtape build.
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Instead of sabotaging it I mean
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Maybe the 2nd picture is the Survivors entering the hole?
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/640647#Comment_640647
If the power is related to portals in some way, which certainly seems to be the case, then there is a very high chance that the power has a secondary effect. If it was just portals you could just play Freddy. Even if you could place the portals wherever Freddy would still be superior because of the snares power, and not being able to be seen until he is close
Or just play Hag
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This seems incredibly complicated compared to other Killers.
Also having him move faster but only out of a chase is a terrible idea. Moonwalking exists.
Killers should always be at their strongest in a chase.
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@WaffleFalafel said:
They sold us Ghostface for 8 dollars, why make make this one any more expensive
Because it also has 2 Survivors
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Well anyways this doesn't have much to do with this perk.
Afterall this isn't an Aura perk at all, so it doesn't really matter.
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@Fab said:
It just makes up for the lack of a survivor with Ghost Face. I don't see the problem here.
Ghostface was making up for the lack of a Killer with Ash tho.
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@TheUnendingNightmare said:
So evil within and stalk are two different things.
I'm ready to bet money I'm right. Undetectable and Oblivious are the two types of stalking.
I'll take that bet. How much.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/639191#Comment_639191
It isn't.
Those are both stalking variant.
Basically one make the killer undectable and the other make the survivor deaf to their audio queue.
It's literally in the name. Seeing it now it explains why aura reading perks still work on the Pig and Ghostface.
These statuses aren't in the game yet. No one has either effect.
T1 Myers DOES have a terror radius remember, the aura reading immunity isn't tied to a status yet. But it almost certainly will be via those statuses.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/639027#Comment_639027
I haven't heard anything about such a nerf. Can you link the info ?
Although, I use premonition so idc much.
Also, my point was that most ppl don't know how to sneak and start juking. Not that the game doesn't allow or reward being stealthy.
To all my immersed players, nothing better than to see the surprise in a killer's movement paterns when they see you for the first time of the game at the exit gate. XD
There was a leak of 2 Statuses. 1 was a state in which the Killer has no TR, or Red stain and can't be seen by aura reading. The other was a Survivor debuff that makes them unable to hear the TR. We have 0 confirmation on what these are specifically for, however the 1st one is probably going on stealth Killers in their stealth mode.
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@ChesterTheMolester said:
I would love if this was the case, Freddy was more powerful in his OG state, but arguably less quirky and less "Freddy". Giving his old kit to a new Killers paired with some minor tweaks would be a dream.
Is that a pun?
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2.
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Other than that it makes MYC harder to use in that situation like someone mentioned with the Hag thing
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@TheUnendingNightmare said:
So you would reward camping ?
If someone is going for the Unhook then camping is the correct move and thus should be rewarded.
That interaction is not effected by this perk in any way.
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Mitigation of failure != Rewarded for failure
Mitigation of success != Punished for success
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/638860#Comment_638860
I'm against it then. Why would I be punished bc I managed to hook someone ?
You literally have DH, DS, MM and D to skip damage, get off me or the hook...yet you want more ?
You aren't. Literally nothing bad happens to you.
If you want to call it a punishment then I guess it would be for allowing the Unhook. But even then it's not THAT big of an impact most of the time.
And the fact that those perks you listed exist is a big part of why perks like these that focus on stealth rather than tanking need to be good. Otherwise high level Survivors would just ignore it and use meta perks like DS instead.
Call it power creep but if a perk is outclassed by other effects then it may as well not exist. Without hiding the information completely the perk is completely useless.
Healing still has the injured noise and Unhooking being silent doesn't matter if they are told you did it anyways. Why would I take this perk if it's effect didn't actually help?
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@TheUnendingNightmare said:
Not against it (I'm a killer main) as long as it doesn't affect the icons at the bottom. Rewarding killers that are paying attention to their hud.
It ABSOLUTELY effects the icons at the bottom.
It HAS to otherwise there would be no point!
Why even bother having the effect if you're going to just give them the information anyway.
That wouldn't be helpful, just slightly annoying.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/81968/survivor-perk-idea-clean-getaway
Well seeing as we’re getting 2 survivors next chapter this could very well be a perk that one of them have; plus it’d tie into Stranger Things quite well.
Doubt it but I wouldn't be surprised of we got something to help stealth after an Unhook. Maybe no scratchmarks?
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tbh I just wish the blocks did what they did pre-rework
Aka: Speed up falling asleep
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@Sheldor said:
Yeah sure make every gen last 30 minutes and see the survivor population drop to zero. Gens were 60 s when the game came out and they already increased the time massively. I never need ruin as a killer.
70 seconds actually.
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5.29 is a weird number. Where did you get it from?
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@Atrushan88 said:
The question is...will this be able to be used with Self-Care? I'm sure stealthy Claudettes behind trees will want to know with this + Iron Will.
Yes. Of course it can.
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@csandman1977 said:
I think it's fine as long as the survivor icon still changes when the unhooking happens
That would defeat the point.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/637332#Comment_637332
Which implies camping....
No it implies that the Unhooker made a terrible mistake.
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@immortalls96 said:
Seems a tad much for a perk with 0 counter..
The Counter is seeing. Just because you don't get a crossmap notification immediately doesn't mean you won't notice if they unhook/heal in your face.
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@Acesthetiic said:
Doesn’t seem like a whole lot, but killers who love to go back to hook would definitely be affected quite negatively.
That's the idea ;)
Also combine with iron will for 100% totally silent healing.
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I'm not saying they don't do this. But the perks you listed are bad examples.
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You're thinking of Thrill of the Hunt.
Haunted Grounds does nothing to slow down survivors from cleansing. It just gives them more things to cleanse.
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I would like to point out that no amount of information can make it possible to just a Spirit when it would otherwise be impossible. So solutions using that method are doomed to fail at increasing the amount of mindgames that are possible for the Survivor side.
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@Raptorrotas said:
Whenever there is this "stealth should be rewarded" topic emerging, it has been mostly survivors being entitled to bloodpoints for just standing around somewhere twiddling their thumps, no offence.
Thats the reason the survival bloodpoints per time interval alive concept hasnt been implemented yet, survivors would abuse it by hiding somewhere in corners doing nothing to boost bp... Taking the game hostage. Or some simililar reason.
The obvious solution here is to cap it and have escaping give you the rest of the points you would have gotten for waiting.
Call it the "fast escape" BP event.
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Mind gaming is a very different kind of skill than Strategy or Precision.
Unlike with Precision based gameplay there is no obvious right answer. And unlike a Strategical move you aren't basing the decision off mechanical information.
Mind games are about psychology, prediction and manipulation. You do not need ANY mechanical data beyond an understanding of the basic situation itself in order to win a mindgame. And when you use mechanical to win an interaction the interaction that you just won was NEVER a mindgame.
You can absolutely read something you can't hear or see. That's what makes it a read, otherwise it's just a reaction.
Mindgames only happen when you lack the information required to know what your next move should be. Thus you need to figure it out somehow with no way to guarantee it. The Spirit has to do the same thing since the data that she needs is your next move, knowing your current position when you are injured helps but only gets her so far in certain situations.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635762#Comment_635762
It's all good in theory but how then hell survivors are able to tell if she is not right next to them in a chase? There is no indication for them to make that assumption and juke the Spirit properly. That is my biggest problem with this killer.
Surviors have to make lucky 50/50 guesses what to do next. It's not skill based at all.
Literally just scroll up a bit. I just posted a detailed explanation on how a Survivor is supposed to use Skill in order to do FAR better than random chance when facing a Spirit. It works and it applies to a lot of things.
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for the record. Every meter of distance you have on her when she exits phase walk gives you 2.5 seconds to get somewhere.
Any Pallet loop longer than 6 meters (in terms of width, not the total length of the loop) can be mindgamed by the Survivor against a Spirit.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/635705#Comment_635705
I had no real idea how to describe what I meant in the Recovery bar. Whatever it is, you get roughly 10-20% of that. Something not broken.
Also fair enough on your other point.
"Automatically recover by 1% once every 5/4/3 seconds up to a total maximum of 20% per time you are downed."