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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @SpaceCoconut said:

    Believe me, even as a streamer/creator there are people (including myself) that put an unreasonable amount of pressure on me to perform to their expectations.

    You wouldn't really know it, but the majority of the Hag Main discord thinks I'm a garbage Hag for many reasons ranging from missed swings, perk choices, trap placement choices, and even getting mad when I deliberately chase survivors when I shouldn't.

    Opinions, expectations, and standards that other people try to hold you to and hold against you are worth about as much as a meal after 24 hours.. put the opinions other people have about you where they belong... In the toilet and flush that #########.

    The only person's expectations you should strive for are your own and don't beat yourself up if you don't do as well as you would like.

    You can always improve, but don't beat yourself up about it if you're not doing as well as you would like.

    Whaaaaat! You're the best hag I know so don't go letting them call you bad.

  • Basically, if you don't run those perks then you counter cages automatically

  • It reduces your saw movement speed not your charge time

  • What Killers do you play? Each power has it's own way to apply pressure

  • If those 2 conditions were the only conditions then bloodlust would be like PWYF.

    Trapper with a honing stone could even use it to get more patrolling speed while still getting the down.

  • @UMCorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1511306#Comment_1511306

    "Don't worry, he's just a noob" they said.

    "I Pallot stunned this guy 3 times in one chase" they said.

    "Exits open and he's only hooked 1 guy! lololol" they said.

    "He'd never leave a trap in the grass by the exit!" they said.

    This Rank 20 may have all the Dead by Daylight skills of Potato Mac & Cheese... but he thought to leave a trap right next to the exit. ;)

    They grow up so fast sniffle

    Soon you'll be red glow mindgaming and everything

  • Actually the Killers don't get cake. The Killers instead only get pudding, only having access to cake during anniversary events. Survivors can have some delicious delicious escape cake whenever they want however.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508227#Comment_1508227

    Legion can force that perk too, since they can force protection hits in frenzy far more often than many realize. : D

    Legion can force the proc but doesn't get as much value out of it compared the other Killers I listed.

    He doesn't synergize with anti-heal since his power gets max value on healthy Survivors. So you want anti-injured perks not anti-healing perks.

  • Actually, camping is explicitly intended by the devs.

  • @Blendette_will_Evade said:

    Wouldn't The Gorgon make more sense? Unless the killer is license, it shouldn't be too specific-

    We already have a gorgon. Or at least a demo of one.

    And Medusa is in the public domain.

  • @SaltyNooty said:

    Seems op. I'd say nerf the gaze to anyone within a 45 degree cone and anyone within 16 meters of that cone get hit with the petrification status. Also, instead of instantly freezing them, they get their speed cut in half for 10 whole seconds because that chase would be easy to win and the killer could score a hit. The status affect should wear off after the person's hit. Her perks should be balanced as well.

    Petrification already ends on hit. And it has to completely stop the Survivor to have value. Anything less and you are better off ignoring your power and just hitting them normally.

    And if I use anything other than the Survivors full FoV then I can't use their vision, because it would be trivial to simply keep the Killer at the edge of their vision.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508298#Comment_1508298

    I will do this. I'm at work atm but I need to hop onto dbd later anyway to record some footage for a video. During this I will keep track of the heals and get back to you later.

    Just for the record, my last few PLAGUE games have had no less than 6 heals each.

    Yes, Plague games. No it didn't go well for the Survivors. I have no idea why they were cleansing so much, it didn't even take long for them to be sick again. I wasn't even running thana.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508285#Comment_1508285

    I find it hard to believe all this can be consistently pulled off unless the survivors make loads of mistakes during the game.

    I'd like to see footage of that 4-blocked-Adrenaline game though. Sounds hilarious.

    XD I wish. Unfortunately I don't record my games. To be honest I only remember it happened because it was an unlikely series of events, it's not like I'm getting THAT much value most of the time.

    Like I said most of the time the last gen doesn't even pop and while I get a disproportionate amount of proccs right at the end it's usually closer to 2 maybe 3 at once rather than all 4. But yes it was hilarious when it happened. I cracked up when I realized they all had adrenaline.

  • @SirCracken here's a little experiment I want you to do.

    Next time you play the game as Killer keep track of how many times Survivors heal per game. You don't have to do anything special, just count each time they heal regardless of the method. Picking up slugs doesn't count btw.

    And if you play Survivor, make a note of when you heal yourself and why. Again, include heals from perks.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508263#Comment_1508263

    How many times have you manged to get FP to procc in time for the last gen to pop?

    Almost never.

    My games with this build rarely get to the last gen poping so obviously FP can't procc if everyone is dead.

    But if we ignore that for the sake of the question then in most of my matches I'm able to have at least 1 person broken at pretty much all times after the first hook, like I said a protection hit is an easy condition.

    Right before the last gen pops is actually the easiest time to proc the perk. Survivors tend to group up to complete the last gen, so I can just walk up and start hitting them and can get a broken Survivors by the time the scatter.

    The other perks are actually surprisingly effective at holding the last gen. Surge's explosion has the effect of preventing repairs for a brief moment in addition to the flat regression, which when multiple Survivors are working on a gen is actually extremely clutch. And then Thrilling Tremors means I can go for a hook without worrying about another Survivor rushing the last gen while I'm carrying them. So I can often get everyone broken while holding a 3 gen and still getting hooks at the same time due to a combination of these factors.

    I even had one particularly memorable game where I had 4 adrenaline in the game but all 4 Survivors were broken in time for the last gen. That particular scenario was only a one off, but still. It's not rare to block an adrenaline when applicable.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508246#Comment_1508246

    If the map is open, good luck getting any pressure with survivors that solely focus on gens and don't heal. If it's on Hawkin's or Lery's then staying injured is generally a bad idea. But otherwise it's far more efficient to just have all survivors run Adrenaline and focus on gens.

    That's also why I'm not a fan of anti-heal perks. Any perk that is focused on survivors healing will never be has useful as a perk that slows down gens. Especially since the no-heal meta is a thing.

    Oh yeah, that's another great thing about forced penance. It hard counters adrenaline and any other instant-heal perk. Sometimes people run inner strength which also counters most instant heal perks. But I pretty much never have to deal with Adrenaline with this build.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508227#Comment_1508227

    The main problem I have with this is that good survivors won't bother healing at all, even against stealth killers. All they need to do is run spinechill and remember where the nearest loop is. The time spent not healing, although it might be advantageous since the survivor is more vulnerable, is just converted into time spent on gens. The thing that killers don't want survivors to do.

    It's why I listed the perk as being so bad. Sloppy Butcher and Killer add-ons that apply mangled do a far better job at wasting survivors time since if they do decide to heal it will always be longer than usual. But with FP, not only is procc'ing much harder than simply injuring someone but it doesn't even slow survivors down. If anything, it indirectly speeds up gen progress.

    I would absolutely rather a Survivor hop on a gen than heal. I do not run anti-heal perks to slow down gens, there are other perks for that purpose. I run anti-heal perks so that the Survivors don't heal.

    A Survivor that doesn't bother healing in general isn't going to be effected by any anti-healing perk regardless of strength. But they are also going to be easy pickings for me. Even spinechill users, because they will often run into me on accident since while they know IF I'm coming they don't know from where. Not always, but enough.

  • Oh and to verify I'm actually getting value out of my build, I've faced several streamers while playing and made sure to watch their vods each time.

    Sure enough each time I had at least 1 if not several moments where the streamer was broken and waiting in front of a blocked gen or just running around because they realized they couldn't heal like they wanted to, or have them want to heal, be unable to and thus work on a gen, and then get jumpscared by me and immediately downed because working on a gen injured against ghostface = death.

  • Forced Penance can give a surprisingly large amount of value. Specifically it instantly gives the maximum amount of anti-heal value possible for that 60 seconds.

    Let me explain:

    • Anti-heal perks only come into play if the Survivor wants to heal. And a good Survivor (we don't care about bad Survivors) will only heal if doing so is worth the time it takes to do so
    • Since Survivors do heal when no healing or anti-healing perks are in play, that means that in general 32 seconds on a gen isn't worth as much as a health state, since it takes 32 seconds of gen time to heal (16 seconds * 2 Survivors = 32 seconds).
    • Most anti-heal perks increase this value, so obviously the more time spent healing then the more value you get right? Not quite, because:
    • If a Survivor chooses not to heal when they otherwise would, that means you just got the most value possible from anti-heal perks. Any further slowdown is irrelevant because they aren't taking the slowed action, however any less slowdown is also less value because if they slowdown is small enough for them to go through with the heal, then that means the time spent is still worth it compared to just completing the gen, meaning that healing is still preferable.
    • By breaking the Survivor you've forced them to not heal. This means you've effectively slowed their healing speed by exactly enough to convince them not to heal, whatever number that happens to be. As I've previously established this is the most value you can possibly get out of an anti-heal perk

    So all of this is to say, broken is the best anti-heal method possible and if you don't value broken then that means you aren't running a build that cares about anti-heal.

    That said there is still the OTHER part of the perk, specifically it's prerequisite of a protection hit.

    This is also fine. A protection hit isn't nearly as situational as you'd think, even if the Survivors aren't going out of their way to take them. This is because sooner or later they have to unhook each other. And hitting a Survivor while they are unhooking is a protection hit, and if the other Survivor body blocks with BT then that's 2 protection hits. But even if they don't it's not rare for a Survivor to unhook with you nearby.

    There's also Survivors healing each other, you hit the healer and they become broken.

    Injured Survivor works with a healthy one on a gen? Hit the healthy one and bam, broken.

    The great thing about protection hits however is that the timing is also when the effect is at it's most value. You don't care about anti-heal if you are going to hit a Survivor and then down them. And a Survivor that just took a protection hit is the most likely Survivor for you to not go for a followup against. After all you have a 2nd injured Survivor to chase right there so there is no time wasted by just continuing to chase them. And the rare time someone body blocks the hook they will likely be long gone by the time you actually hook the person, so chasing them would be tricky too.

    Anyways, the real trick with the perk though comes down to the Killer you run it on. There isn't much point in running the perk on a Killer that doesn't value anti-heal. Max value on those Killers doesn't say much. What you want is to play a Killer that Survivors would really want to heal against as much as possible.

    That means Oni, that means Nurse and Spirit. But most of all, that means Stealth Killers. The Stealth Killers are by far the best Forced Penance users. They can force protection hits the best by ambushing grouped Survivors as I mentioned above, they really like hit and run playstyles and as a result staying injured against a stealth Killer is an awful idea and thus they get a ton of value out of this perk.

    The build I use this on is the following:

    Ghostface

    Forced Penance - just explained

    Whispers - helps me pinpoint Survivors if they try to go immersed, which they sometimes do to wait out thrilling, and saves time patrolling which is very important.

    Surge - The perk is only good on Ghostface because the way he downs makes all of the prerequisites met pretty much every down. But it helps snowball and saves time kicking gens which is important

    Thrilling Tremors - Forces the broken Survivors to not complete gens for awhile and pinpoints them if they try. Either way a big win for me, much more value than normal

    I get a lot of value out of all 4 perks each match and I get the most value against the hardest teams too.

  • She's also good at applying on hit effects. STBFL in particular is probably really good on her.

  • @Raven014 said:

    I would love to have more mythological entities in the game. I think the concept is pretty solid, although her power sucks in a chase... but it seems to be a pressure mechanic more than anything else.

    Yup. It's primarily a stall tool and a tracking tool. The chase utility comes from the Oblivious effect and the Haste from petrification.

    Also btw the way the power works, if you get right up to someone and use your power they can't avoid it, because the Survivor camera can see slightly behind them no matter which direction you turn the camera.

  • @Rydog said:

    At the risk of coming across slightly pedantic, Medusa was the person. The creature she became is called a gorgon.

    And we already have a DEMOGORGON!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Two gorgons would be too scary. :(

    I'm well aware. But with Demogorgon I couldn't exactly call her Gorgon.

    So I just went with Medusa.

    Besides, the entity is perfectly capable of taking supernatural entities and entities from the distant past. So taking specifically Medusa in particular as opposed to an arbitrary Gorgon should be no issue.

  • Done

    @NuclearBurrito said:

    The MEDUSA

    Movement speed: 115%

    Terror Radius: 32 meters

    Power: Petrifying Gaze - Hold M2 for up to 5 seconds to charge Petrifying Gaze. While charging you are undetectable and all Survivors that have you in their line of slight are revealed by Killer Instinct. When you finish the charge or release the charge early all Survivors that have you in their line of sight will become petrified and will also gain the Oblivious status effect for 60 seconds.

    Petrified Survivors will remain petrified until either 30 seconds pass, they become hit with a basic attack or another Survivor helps them out of their petrifaction through a 6 second channel. Petrified Survivors also passively have the Endurance status effect while they are petrified. While petrified Survivors cannot move or preform any action.

    For each Petrified Survivor the Medusa moves 0.2 M/S faster.

    Note: Line of slight isn't counted like it is with Ghostface. If ANY amount of Medusa is in ANY part of the Survivors screen then she is considered in their line of slight

    Perks and addons coming soon


  • @ronaldinho said:

    Thank you for your answer.

    Yes it is L2.

    Do i have to press it after i consume the first charge? Or can i press it at any time?

    You can press it at any time but you want to press it as late as possible for maximum time.

    Don't feel bad if you mess up the timing at first. If you press it too late you'll stop the charge.

  • Apex Muffler is cool but the roar really ruins a lot of it's potential.

    Not ALL of it. But still....

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497843#Comment_1497843

    I mostly thought of the shiv fact since Legion has trouble ending chases like certain killers (Wraith and Trapper), and most times the game comes down to how fast you can stop the chase. Also the shiv idea is because if they're supposed to be really violent teenagers, then make them Violent show the potential threat they hold and have them become way more violent. I mean it is quite violent to stab someone with a fatal stab and wait for them to bleed out, however Deep Wound is clearly survivor sided because of the many counters to it and how really ineffective it is with downing people since everyone knows whenever it's inflicted they need to sprint and mend.

    Yes, thematically it makes sense. But balance wise it's too much.

    It's like if Plague could use corrupt purge pretty much whenever. If you ignore the perquisites and time limit, then corrupt purge would be the 3rd strongest ability in the game.

    The other 2 being Nurse Blink and Oni demon form.

    Blink because you really can't make an ability stronger than that, and Oni because it's similar levels of snowball and downing potential but it trades some anti-loop for a ######### ton of mobility.

    Oni's ability is also balanced using the same methods as corrupt.

    But either way, having Shivs like you described would be insanely overpowered.

  • Minimum Huntress hatchet velocity is 25 M/S

    Vomit velocity is 10.55 M/S

    Your welcome!

  • Not a criticism of the suggestions themselves, but I would like to point out that the Legion DOES have map pressure, lots of it in fact. The problem is that he lacks the lethality to back it up.

    Looking at the 2 abilities you suggested, I would NOT implement both of them. Having them on top of the main ability would be far too powerful. The shiv concept is very similar to Huntress hatchets in terms of usecase which is insane snowball potential, and having that on top of stealth and the amount of information frenzy gives would be a bit TOO crazy.

    So out of those, I think the stealth idea has the most potential. Simply for a few reasons, all of which relate to how awesome stealth Killers are in terms of game health:

    • Stealth Killers are great against injured Survivors. So giving Legion some stealth would massively improve his lethality
    • Stealth is countered by situational awareness and looping. Meaning that it can be countered without requiring any complicated tricks on top of what you have to do in order to deal with the Frenzy
    • It is easy to limit stealth to avoid it being overpowered

    Projectile attacks, especially if they can down, are not nearly as easy to balance. So a shiv attack would be better suited as a standalone Killer idea.

  • You get a ton of points for doing gens. And if you complete them all you can leave for a quick 5k on top of that.

  • You do NOT move at 5.29 seconds for 6 seconds.

    The chainsaw accelerates up to a top speed of 5.29, but it doesn't start at that speed. You first have to rev the saw for 2 seconds during which time you move slower than the Survivor, and then after you finish reving you start accelerating from that same speed. It's only after you start consuming additional tokens does the full speed stay at 5.29.

    Additionally, being able to vault pallets and windows makes it far easier to get a hit in compared to quickly breaking pallets and bamboozling windows. And while yes, those hits didn't mean nearly as much, Legion was and still is a very weak Killer.

  • Survivors last second swap actually has absolutely nothing to do with character swapping.


    Even if you did lock the Survivors from swapping characters, they'd just do the last second swap with just the item, with the perks being already set up.

  • @NovaDuck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495143#Comment_1495143

    Damaging normal medkits hardly matters, the most powerful add-ons for them are not impacted by the remaining charges. In fact most people run the syringe or styptic on a brown medkit as it is.

    Toolboxes will probably be used in the first 30-40 seconds of the game, before you even get a chance to damage it. Damaging a map is laughable. Damaging a key is also laughable. Damaging a flashlight is laughable.

    But deleting a key? Deleting an instant heal? Deleting the flashlight? That's actually worthy of a perk slot.

    Yeah you MIGHT delete something. But if you don't you get nothing.

    With old Franklin's you can just keep hitting them no matter how many times they pick it back up and you will keep getting value.

    Also, damaging a medkit in particular is disproportionately effective. Since a medkit is used in increments of 16, decreasing it by even 1 charge will render the Survivor unable to self heal an additional time.

  • @NovaDuck said:

    I don't think so at all. How is just damaging an item better than the chance to outright delete it? I think it's strong enough now to run as something more than a troll perk.

    Simple. Consistency.

    A chance to destroy the item means it does nothing if you do pick it up.

  • There is no point nor should there be one. The mechanic was a terrible idea and making it irrelevant was the best outcome short of a revert.

  • Not OP.

    Bubba's power can only help him while in a chase and it has 0 utility. So he can't just be merely good in a chase, he has to be amazing in a chase.

    Huntress is another example of a Killer like this. And like new Leatherface her chase potential is insane.

    But this is fine, because he's a dedicated chasing Killer. Getting around loops quickly for fast downs is his strength, and there wouldn't be much point in playing him if he couldn't do that, especially when billy exists.

  • @ShErMaDeRmA said:

    This thread makes me homicidal

    I'm guessing there is a slight chance of you acting on it then

  • @Alphasoul05 said:

    I think BHVR might be able to understand how ridiculous "Slightly" and "Tremendously" are when you replace them with other vague words, like "Kinda increases" and "Sorta increases" or maybe "Barely increases" "Hardly increases"?

    Replace it with "probably"

    "The Dirty Uwabaki Probably increases Yamaoka's Haunting Movement speed."

  • Yeah but that takes moderately more time

  • image.png

    Now is only sometimes a speed limiter

    image.png

    No longer increases your movement speed while standing still and instead does other stuff

    image.png

    Charge time stuff instead of poinless flashlight interactions

  • The only way to get DSed with this perk is to also run mad grit and get 2 procs off it, or run iron grasp AND mad grit and get a proc.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487644#Comment_1487644

    You easily can get to a hook in 20 seconds.

    https://forum.deadbydaylight.com/en/discussion/comment/1487729#Comment_1487729

    I guess it's just a perk, but this person really wants that Myers rework.... for some reason?

    More importantly. Wiggling takes 16 seconds. Sooooo...

  • What on earth does this post have to do with Myers!?

  • The only difference between PTB and now is that his iri's aren't bugged and his tantrum meter doesn't go up as much when feathering.

  • @KingFrost said:

    This community? Overreacting? Never

    We reacted properly. They pulled back on the nerf HARD.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480332#Comment_1480332

    Dark devotion never really worked like that even when a lot of Killers had the ability to trigger it with their abilities.

    For example the frenzy hit from legion would trigger it not the downing from Deep wounds.

    So I have no idea where the point you're trying to make came from.

    In fact in the case of frenzy which used to be able to trigger all perk effects it was not massively overpowered you were able to activate third seal efficiently. You could have applied remember me without hardcore tunneling.

    Also exposed never worked with powers to begin with you couldn't down somebody who was exposed in one shot with huntress hatchets only with iridescent head.

    You couldn't do that with frenzy you couldn't do that with any power in fact the only power that actually allows you to do that was chainsaws. Chainsaws would actually trigger exposed but the only way you would end up knowing that is if you are using something like speed limiter

    Ambiguity doesn't mean the interactions don't have a specific result, it means that the result wouldn't be consistently deduced from the stated mechanics due to inconsistencies with the rules.

    Like ok Legions Frenzy triggers it because it injures them, but vile purge also injures Survivors so why doesn't THAT trigger the perk? And downing the Obsession via basic attacks triggers it so how is that different than a deep wounds timer?

    Just saying Legions Frenzy is a basic attack dodges the question at best. This thread is about why perks have basic attack requirements in the first place not about why some Killer attacks don't count as basic.

    But even if we do want to cover that. Legions Frenzy never triggered expose.

    Expose is a status effect that effects basic attacks. So if the Legions Frenzy is indeed a basic attack then it should down them.

    If it does we have a balance problem. If it doesn't we have an inconsistency and thus ambiguity.

    In the case of before his nerf it was the 2nd.

    And that's without even getting into perks that modify basic attacks.

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