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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @NoShinyPony said:

    I only read your short summary, not the original op, therefore sorry if I'm missing something.

    Basically, I think 6 perk slots are too many. It would most likely widen the gap between solo players and SWF which is probably not what you want.

    Also, since you could only use certain perks in these slots, it would make for even less perk variety in the middle and high ranks.

    @NoShinyPony if I just added 2 more perk slots and nothing else then that would be true. However that's not what I did.

    Read the damn OP cuz it lists the perks that can be used in each slot. I'm telling you know SWF isn't getting that much out of it while Solo's are going to get quite a bit.

  • @liviu1911 said:

    https://forum.deadbydaylight.com/en/discussion/60691/perk-system-addition-and-potential-noed-rework

    i was reading only first sentence. not gonna happen. but there are too many perks already and 4 slots are bad... maybe 5 since most of the builds you can do , are not always what do you want. :D i want a build for stealth for example , with iron will , urban evasion, quick and quiet and poised.. but i need healing too (self care) or altruistic (bt) ...

    @liviu1911 read the other sentences, they are important. The build you just listed would still be impossible

  • @Hoodedfengm1n you never know. Some people really are just that clueless

  • Camping is an ineffective strategy. When someone is being camped just do gens. If you want to save them anyway then congrats you're part of the problem. The difference is that while the Campers are doing it because people let it work. The people that let it work are by definition not succeeding themselves.

    Or in other words the strategy of going for the save in front of a camper is a losing one.

    Thus the strategy of camping when someone is going for the save is a winning one.

    This is a good thing since it means that saves are risky and can't be done mindlessly.

    Of course that means you need a different strategy. That strategy is doing LITERALLY THE ONLY OBJECTIVE YOU HAVE FFS! It's not complicated! Just do the damn gens and then the Killer can't afford to camp without everyone escaping.

    Remember a sacrifice takes 120 seconds. That means if you can keep a chase going for about 50 seconds then the Killer cannot camp without getting a 1k (160s gen time + 10s-ish travel time). If he uses a camping strategy the whole game then he could literally instahook people and still fail to do better than a 2k.

    So yeah. If you want camping to stop then punish it. If that feels bad then suck it up and do it anyway. Odds are you won't be camped. Even if 100% of the Killers were camped the strategy gives you a greater than 75% chance of not being camped (since looping for 5 gens is possible)

  • @Tensor said:

    Survivor need a exhaustion perk slot.

    But, overall I dont mind the concept.

    Will they be the normal slots, or additional slots?

    @Tensor additional for a total of 6 perks. Which is why I didn't want it to be exhaustion for one of them as that would make the insane looping builds even stronger. I considered doing that but reducing the free slots by 1, however that probably would have too much backlash considering how it prevents some off meta builds that exist right now.

    Just imaging DH/BL/SB/Lithe + DS + MOM + BT + Adrenaline on every survivor.

  • STBFL, Rancor, BBQ, Ruin on Spirit

  • Also. ARE YOU KIDDING ME!?

    First of all. Play wraith and time out your next 10 chases against rank 1 survivors.

    More specifically time chases from when you start chasing them until you hook them. Keep timing chases until you have 10 chases against rank 1 survivors recorded, ignore the non-rank 1 survivors you end up chasing since they likely aren't skilled enough to prove the point.

    Yes specifically wraith, I know you can get quick downs as Spirit or Nurse or whatever. No I don't care about your perk combo except for maybe NOED.

    Take your average and divide it by 80. If it is above 1 then you are mathematically guaranteed to lose against sufficiently good survivors. If it is below 1 then you still have to get into another chase almost immediately to keep up enough pressure to not get gen rushed, considering you just hooked someone and announced your current location to everyone this is unlikely if the survivor's are competent.

    As for the endgame collapse, tell me: How long does it take to exit with an open gate? The answer is less than 5 seconds. The end game collapse either means:

    A: The survivor is on his 3rd last chance and honestly deserves to lose at this point without some serious effort. This is Killer sided and it SHOULD be Killer sided.

    B: A gate is open. Just walk out ffs.

    Having it me a 10 minute timer would defeat the point of it as an anti-stall that is supposed to pressure survivors to leave. 10 minutes is the amount of TOTAL time a low skill game where the survivors don't gen rush takes.

    As for camping. Why are you bringing up a ######### tactic? Ineffective strategies don't exactly make for a good argument for Killers being OP.

  • @Tensor said:

    TLDR

    The 4 perks we have are still normal.

    Survivors have a dedicated perk slot for ally tracking and a perk slot for general party buffs

    Killers have a dedicated perk slot for hex totems and a perk slot for obsession perks

    The specific perks that can go in those slots is listed in the OP

    WGLF can go in any survivor perk slot as an exception to the rule

  • @hMM said:

    @AlexAnarchy said:

    @hMM said:
    Dam them bloodpoints... But anyways, the emblem system should be reworked, for example when the killer disconnects, the survivors should get a pip. Also if the killer is bad and can't seem to catch any survivors, the survivors also suffer from it, lacking altruism.

    get a free pip for making the killer miserable enough to d/c? keep dreaming...

    It's not survivor's fault if the killer disconnects.

    @hMM that's why they shouldn't get a free pip for it. In the event that the Killer loads in and then crashes in the first 2 minutes for some reason that doesn't mean you played well. It doesn't mean you played badly either (so depiping there is stupid) but you can't use a DC = pip and expect it to improve the ranking system

  • @Poweas Honestly it doesn't really work THAT well for me either. But that doesn't stop me from trying more than I really should

  • Kill rate separated by Killer and rank.

    Instead of just giving a single number say the odds of each (so the 0k rate, 1k rate, 2k rate, 3k rate and 4k rate displayed separately)

  • @bendermac said:

    https://forum.deadbydaylight.com/en/discussion/comment/449249#Comment_449249

    the f***? Level Claudette for the teachable, get SC in the shrine when available, bring a med-kit, search chest, bring a perk to help get big med-kits from chests

    Do all of these at once.

  • @Kilmeran said:

    @NuclearBurrito Just listen to this while playing Killer. It's what I do nowadays. It sets the mood perfectly.

    https://www.youtube.com/watch?v=MK6TXMsvgQg

    https://www.youtube.com/watch?v=ogJIIgbD3x8

  • Confrontational:

    You gain a 5/7/10% movement speed bonus when in the Killers terror radius and moving towards the Killer.

    "Even when you know the odds are impossible. That is no excuse not to take the threat on directly"

    Strategic thinking:

    You preform actions besides repairing, vaulting and healing 10/15/20% faster. You lose this bonus while you are exhausted

    "Just another piece of the master plan"

    Smoke bomb:

    Start the game with 2/3/4 tokens on this perk. Hit the activation button while running to consume a token and throw down a smoke bomb clearing your scratch marks and obscuring the Killers vision and smoke.

    Note: Only clears scratch marks made prior to throwing the bomb. You still leave scratch marks immediately after.

  • @Poweas if you are 50m away then when they reach you with frenzy you will now be 30m away. You need to be within about 10m of a survivor to reach them if they are running away from you when you start the frenzy (or when the initially hit the survivor).

  • I'm down for more passives.

  • Pretty sure Wraith is addon reliant.

  • @Orion said:

    What do you mean by "Heals you for 5% of your health progress bar for 20 seconds"? Do you mean that it heals you 5% every second for 20 seconds (thus providing a full heal in 20 seconds), or that it heals 5% over 20 seconds (thus providing a gradual 5% heal)?

    5% of health restored over 20 seconds. After the 20 seconds you will be fully healed.

  • Actually I need to remake that thread. Right now it's on an old alt, plus it is outdated.

  • so basically this:

    By default a 1 use item with an instant buff effect.


  • Or in otherwords: The survivor now has a better self care.

  • @PeepingPeacock Spirit and Huntress do not rely on addons. Idk about Hag but I suspect she doesn't either.

  • Thrill of the hunt for sure. The information it gives is amazing. Even just knowing how many dull totems are being cleansed can be critical even without NOED.

    Not to mention it's ability to help defend your ruin with a high mobility Killer.

  • @Deadeye

    yeah ikr.

    Also if you take it literally then tryhard is a compliment. I mean trying your best is a positive character trait that you should be proud of.

  • Franks is a great example of why Legion needs to be handled with care. The extra downing speed it gives is enough to push the Legion from really weak to OP.

  • Just use your escape attempts and don't struggle

  • @Killmaster even then they would eventually bleed out.

  • Just say:

    "Here have a banana"

  • @VexTheHex I mean he used quote marks. That means you must have said it word for word at some point.

    You can't argue with the punctuation m8.

  • @Raptorrotas said:

    Reducing the killer "hitbox" or collision radius will significantly reduce the effectivity of looping as killers will be able to make tighter routes around objects.

    No "survivor main" would ever allow that change.

    @Raptorrotas but if we convince everyone it's a survivor buff they will implement it.

  • Look. DBD is clearly balanced in favor of the other side.

  • @Judith entering phase walk or vaulting sometimes would cause a loud glass shattering noise that survivors could hear which significantly reduces her ability to mind game.

  • @Sythalin said:

    https://forum.deadbydaylight.com/en/discussion/comment/447035#Comment_447035

    I'm not concerned with my "credibility". To summarize, you're basically saying that everything I listed doesn't matter if people are not paying attention and communicating. If you are in a SWF and you're NOT communicating and keeping tabs on each other then they're the minority.

    As I originally stated, I have personally said and have had said to me everything on this list during my SWF games. If other SWF + VoIP groups are less coordinated, that's their choice.

    @Sythalin Strawman argument, I never claimed communication wasn't occurring or that people weren't keeping tabs. That communication is how you are replicating perks like bond and empathy.

    However Killer tracking perks like Object and Spine chill can either give you pieces of information that you would otherwise not have. Yes if you see the Killer VOIP can relay that information, however the only perk that really replicates that is Kindred and even then if the Killer is behind a wall SWF wouldn't know his actual location, just that he's likely in the terror radius of the hooked survivor, and with insidious not even that.

    Remember SOMEONE needs to get the Killer/Totem/Whatever's location in the first place before VOIP can be used to relay that information. Thus the only perks that VOIP can replicate are the perks that give information that another survivor would already have.

    So bond is redundant for SWF since they already can relay their exact locations. However Object is not since the Killer could be outside the LoS of all 4 survivors. In fact it is a common practice to use Object combined with VOIP specifically to take advantage of the fact that Object grants constant access to the most important piece of information that SWF can't automatically have perkless.

    As for the Killer perks. Again, if are able to relay that the Killer has BBQ that means you had to figure that out without using VOIP in the first place. And if you can do it then everyone else can too. Especially with perks like ToTH which announce their presence the second you work on a totem. The survivors will figure out pretty quick that you have it with or without SWF.

  • That's just a Killer that's 4 times as hard to balance then. If you are going to incorporate all 4 members mechanically then you need to be able to access all 4 in the same trial, otherwise there is no point other than to over complicate the Killer.

  • @twistedmonkey remember me got a 14 second nerf. It used to add 30 seconds but now it only adds 16. That is a significant nerf.

    No one was complaining about the perk before now because it was in a good spot. Now that it's nerfed it is by definition underpowered (which is what always happens if a balanced mechanic is significantly nerfed)

  • @Condorloco_26 you can use the steam menu to get their names even if they are perfectly hidden in the game itself.

  • As for closing the gap. 90% of the time all you need is the answers to the following questions available at all times to the survivors:

    1- What are my teammates doing? (nothing, repairing generators, doing a dull totem, doing a hex totem, sabotaging a hook, healing, opening a gate or opening a chest)

    2- When they stop doing an action was it completed or not? (yes or no)

    3- Is the Killer interacting with any of the Survivors? (no, in the terror radius with intensity being roughly represented or in a chase)

    4- Is anyone in position for a hook save? (just show survivor aura's within 24 meters of a hooked Survivor)

    No need for full Kindred. The Killer's aura is never shown and no piece of information that no one would otherwise have is added. Effectively adds a dull totem counter (you know when a dull is cleansed and you can count to 5) and it means you know when someone is in a chase like you already know for the obsession, you know when someone is going for the save and when a survivor is being hook camped. All of this allows Solo's to make fully informed decisions that SWF already can but without any actual direct communication required and very few auras.

  • For many of these there is the unreliable assumption that someone is guaranteed to know the location of any given totem/gen and the Killer at any given moment in order to relay the information in the first place.

    For the ally tracking perks this holds true. However for perks like Object and Detectives Hunch it does not.

    Also both Breakdown and Distortion have a tangible effect and are not information gathering perks. Thus VOIP does not replicate their effects even in theory.

    Knowing that the Killer has BBQ thus hide behind gens is A: Not hard to figure out as solo anyways, B: Assumed to begin with because of how common it is and C: Not the sole value of distortion which also has scratch mark removal and immunity to aura reading in ADDITION to BBQ's (such as Scratch mirror, Nurses calling, Bitter Murmur, Freddy etc)

    But yeah, Killer and objective tracking perks don't belong on this list. Hell some people even run Spine chill for vault speed increase (which I'm not sure even exists).

    Also VOIP does not counter Beast of Pray at all. That perk is useless enough to counter itself.

    More importantly though if you don't think you are in a chase when you clearly are why would anyone else magically know to correct you?

    In fact most of the Killer counter's you listed are techniques that work just fine as solo survivor, specifically BBQ, Nurses, Rancor/STBFL* (remember the pregame chat exists to list your perk combos) Territorial and Whispers.

    Note: VOIP IS really strong. But this list includes too many things which just ends up hurting your credibility.

    *Rancor and STBFL look identical using the listed method of noticing it.

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/446722#Comment_446722

    Fluff and nothing more.

    Loading screens get stuck because x number of people's clients froze or they killed the process post offering because a mori or map they don't like was played.

    There, mystery solved.

    They would know about the deliberate DC's and that obviously isn't the main issue. As for client freezing THAT IS NOT HELPFUL.

    Until we have an answer that is precise enough that we can go and say: "Thus changing X line(s) of code to Y will solve the problem" the issue is for our purposes unknown.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/446498#Comment_446498

    Spirit is 176%. And she has a hard counter. This doesn't and forces people to run Self care. Healing against them now is pretty necessary anyway, since they're fast now.

    It's also not 176% (it's only 125%) and has it's own set of weaknesses.

  • List of perks that don't belong:

    -Dark Sense

    -Deja Vu

    -Windows Of Opportunity

    -Spine Chill

    -Open Handed

    -Small Game

    -Object of Obsession

    -Plunderer's Instinct

    -Detective's Hunch

    -Premonition

    -Alert

    Because these perks are not ally tracking perks. SWF doesn't get free info on the Killer's location until one of them finds the Killer on their own first.

    Same with chests, totems, traps and generators.

  • Honestly I got this feel from the switch trailer form the game which was basically:

    "Oh yeah you can stealth your way, scavenge for resources in order to survive in a horror game as an awesome Survivor! (or be a Killer I guess...)"

  • @Heroiq of course not, that would be silly in it's current state. Just after they've mended it.

    It's like a shield!

    This is actually how I initially thought it worked before reading it more closely.

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