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Pennosuke

Pennosuke

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Pennosuke
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  • "I hate Spirit" build : Iron Will / Dance With Me / Lithe / Quick and Quite

  • Yes,It needs.

    But "RBT still activated while that survivor is in dying state" isn't a good idea. else you just get free kill from keep slugging survivors which make gameplay really boring as both side.

    My idea is...


    Idea 1 :

    • Reduced the RBT timer to 2 minutes.
    • Nerf Tampered Timer add-ons to make it reduced the timer from 30 secs to 20 secs

    Reason : with this buff will make RBT really punished the survivors when they try to completed gen while someone still has RBT and with the shorter timer will gives more pressure to him/her.Moreover I nerf the Tampered Timer add-ons to don't make it too strong with this new timer.


    Idea 2 :

    • While RBT didn't start activate, that survivor can only see the aura of Jigsaw's boxes within 24 meters.
    • Buff the Rules Set No.2 add-ons to make it can disables the survivors' ability to see Jigsaw boxes highlighted until their trap is activated.When the trap is activated, survivor can only see the aura of Jigsaw's boxes within 24 meters.

    Reason : I have seen many thread that make Rules Set No.2 as the Pig base kit, but I think in some maps with Rules Set No.2 is too hard to find Jigsaw's boxes, so I give the "24 meters" condition to don't make it too hard for new survivors while they still need to walk around the map to find Jigsaw's boxes.Moreover I buff the Rules Set No.2 add-ons to become stronger when compare to the base kit.

  • "Hopefully this'll buy me some time."

    ...From the quote of this perks

    How about just increase broken duration of the hook to 40/50/60 sec?

    Because the main reason that survivors don't want to waste time to sabotage anymore is the hook is no longer permanent broken and it will repair itself in 180 sec.

    So let this perk "buy more time" by made the broken hook repair time longer and reduce the penalty when you sabotage the hook too early.

  • @Seltas0208 said:

    People complain about not being able to hear the phasing at all and with good reason but for a change why not make it so every survivor hears phasing whenever spirit decides to phase no matter where they are on the map?

    I can't agree more.

    If this add-ons rarity needs to be very rare, It suppose to do this.

    Else just change the rarity too ultra rare and change Mother Daughter Ring to very rare.

  • Perks system

    Try to predict what perks are that killer/survivors have everytime is really fun and give fresh feeling to the gameplay.

    Because there are many perks for nowadays and each player can only has 4 perks slot, so that's make each player has there own unique build (even meta is exist), and doesn't has a guarantee build.

    Moreover, this system is the main reason why I left Identity V and go to play Dead by Daylight.

  • Because most of solo players always have trust issues.

  • How about just rework it?


    Technician

    You are apt at handling machinery with the greatest care and precision.

    You start the Trial with 3 Tokens.

    On a failed Repair Skill Check, the Generator explosion will be prevented , caused in 2/1/0 % regression on the Generator and a Token is consumed.

    The noises caused by your Repairs and their hearing distance are reduced by 8 metres.

    Technician does not affect additional Generator regression.

    "I'm gonna stealth this one." — Feng Min

  • Here's mine:


    Vigil

    You look over your friends even in dire situations.

    You and your Allies within 8 metres of range recover from Hemorrhage , Mangled , Hindered and Blindness Status Effects 50/60/70 % faster and recover fromExhaustion Status Effects 30 % faster.

    Once out of range, this effect persists for 15 seconds.

    "I'm gonna be here when you wake up. You're gonna make it." — Quentin Smith


    Explaning the new Vigil

    If I'm not wrong,this perk used the "recover from ... faster" words which means it might working same as the old version of Enduring perk ( (base duration/(base recovery rate + perk buff) ) ).

    For example : Pallet stuns duration with (old) Enduring Tier 3 = 2/(1 + 0.75) = 1.14 sec

    So that's means...

    From all possible duration caused by perks & add-ons

    Status effects duration without Vigil -> with (current) Vigil Tier 3

    120 sec -> 100 sec

    60 sec -> 50 sec

    50 sec -> 41.67 sec

    40 sec -> 33.33 sec

    30 sec -> 25 sec

    15 sec -> 12.5 sec

    ...we can see that even we try to used it for recover from other status-effects faster than try to recover from Exhuastion faster, these number still not worth enough to waste 1 perk slot.

    So with my buff idea, the total duration time is...

    Status effects duration (except Exhuastion) without Vigil -> with (new) Vigil Tier 3

    120 sec -> 70.59 sec

    60 sec -> 35.29 sec

    50 sec -> 29.41 sec

    40 sec -> 23.53 sec

    30 sec -> 17.65 sec

    15 sec -> 8.82 sec

    Exhuastion duration without Vigil -> with (new) Vigil Tier 3

    120 sec -> 92.3 sec

    60 sec -> 46.15 sec

    50 sec -> 38.46 sec

    40 sec -> 30.76 sec

    30 sec -> 23.08 sec

    The number of percentage maybe too high but it still can't counter Exposed , Broken and some status effects that required to fully heal to return to normal.

    ...and the reason why I cap the Exhuastion recover rate at 30 % is the current recover rate is too low while I don't want to make Vigil recovers from Exhuastion too fast because Exhuastion mechanic is design for make survivor almost impossible to used Exhuastion-perks more than 1 time while in chase,So it still needs a buff but not much as other status effects.

  • How about make Vigil become the "anti-status effect add-ons" perk ?


    You look over your friends even in dire situations.

    You and your Allies within 8 metres of range recover from Hemorrhage , Mangled , Hindered and Blindness Status Effects 50/60/70 % faster and recover from Exhaustion Status Effects 30 % faster.

    Once out of range, this effect persists for 15 seconds.

    "I'm gonna be here when you wake up. You're gonna make it." — Quentin Smith


    Reason

    If I'm not wrong,this perk used the "recover from ... faster" words which means it working same as the old version of Enduring perk ( (base duration/(base recovery rate + perk buff) ) ).

    For example : Pallet stuns duration with (old) Enduring Tier 3 = 2/(1 + 0.75) = 1.14 sec

    So that's means...

    From all possible duration caused by perks & add-ons

    Status effects duration without Vigil -> with (current) Vigil Tier 3

    120 sec -> 100 sec

    60 sec -> 50 sec

    50 sec -> 41.67 sec

    40 sec -> 33.33 sec

    30 sec -> 25 sec

    15 sec -> 12.5 sec

    ...we can see that even we try to used it for recover from other status-effects faster than try to recover from Exhuastion faster, these number still not worth enough to waste 1 perk slot.

    So with my buff idea, the total duration time is...

    Status effects duration (except Exhuastion) without Vigil -> with (my idea) Vigil Tier 3

    120 sec -> 70.59 sec

    60 sec -> 35.29 sec

    50 sec -> 29.41 sec

    40 sec -> 23.53 sec

    30 sec -> 17.65 sec

    15 sec -> 8.82 sec

    Exhuastion duration without Vigil -> with (my idea) Vigil Tier 3

    120 sec -> 92.3 sec

    60 sec -> 46.15 sec

    50 sec -> 38.46 sec

    40 sec -> 30.76 sec

    30 sec -> 23.08 sec

    The number of percentage maybe too high but it still can't counter Exposed , Broken and some status effects that required to fully heal to return to normal.

    ...and the reason why I cap the Exhuastion recover rate at 30 % is the current recover rate is too low while I don't want to make Vigil recovers from Exhuastion too fast because Exhuastion mechanic is design for make survivor almost impossible to used Exhuastion-perks more than 1 time while in chase,So it still needs a buff but not much as other status effects.

  • Self Care / Borrowed Time / Lithe / Dance With Me

  • @MistressMonae said:

    But with the update u are automatically on a timer and get put to sleep. You also have to stop working on a gen to wake yourself up.

    Even new Freddy can make you slept more frequency and faster, but you also have more ways to wake up and it's easier to wake up now.

    Moreover, why you need to stop working on a gen to wake yourself up?

    Try to wake up suddenly after you start sleeping isn't always a good idea,it's depends on situation at that time.

    • If you sure that Freddy is busy with your teammate,just doing gens/use self care for falling a skill check.
    • If you find your teammates and they aren't sleep yet,just let them wake you.
    • If you want to use alarm clock,make sure that you won't waste too much time to finding alarm clock and won't let Freddy found you.

    Freddy isn't that OP, he still loopable.

    You just need to adapt your playstyle.

  • No One Escape Side Objective

    : For each Dull Totem and Hex Totem remaining on the Map gain a Token, up to a maximum of 3/4/5 Tokens.

    Each Totem that cleansed by survivors make you lose 1 Token.

    When the last Generator is completed , all remaining Totems are automatically cleanse and for each Token will reset each completed Generator's progression back to 0 %.

    "Too lazy to do bones, huh?"

  • Did you forget that dev already buff default pallet-breaking speed to all killers from 3 sec to 2.6 sec in the same "Brutal Strength nerf" patch?

    Pallet Breaking Times:
    <v1.6.3 = 3.0s
     v1.7   = 2.6s
    
    Brutal Stengh Increases:
    <v1.6.3 = 20%/30%/40%
     v1.7   = 10%/15%/20%
    
    Actual Times with Brutal Strength
    <v1.6.3 = 2.4s /2.1s /1.8s
     v1.7   = 2.34s/2.21s/2.08s
    


    If Brutal Strength can destroy pallets 35% faster, it will be even faster than the old version.

    default pallet-breaking speed/15%/25%/35% = 2.6s/2.21s/1.95s/1.69s

  • Are Vigil and Brutal Stregth work same as pre-change Enduring ( Increase speed of recovery or doing something ) or post-change Enduring( Decrease the time from doing something ) ?

  • Sneak Around The Hook - You leave no scratch marks when the hooked survivors are within 20/24/28 meters from you.

    Hurry Up! - When the killer start grabbing the survivors, you gain a 6/7/8 % Haste status effect for 15 seconds, Hurry Up! has a cool-down of 15 seconds.

  • No

    Because the perk system in this game is some kind of surprise element.it's not same as the trait system in Identity V.

    Imagine if the unique perks are locked to survivor...

    - The killer will never tunneling Laurie and she will never has a chance to use decisive strike

    - The killer will always bait David to force him using dead hard

    - No one will gonna plays Ace

  • I used to hope that these perks will be buffed,until dev said that "I'm all ears" is powerful.😂

  • Got at least 1 pip or got more than 50k bloodpoints per round = win

  • Survivor : Decisive Strike

    Killer : Devour Hope

    The reason why I love both perks is they are real high risk high reward perks,you need to do something before you can get the full value of their perks.

    (Huntress Lullaby is also a high risk high reward perk but I don't like it becuase it let the survivors know that the killer use this perk too early)

  • map-ban offering

  • If the first seached jigsaw box will not contain a key,that's mean you gonna change the RTB mechanic into the luck-base system?

    Becuase from the "MID CHAPTER (2.7.0) - Q&A" live,dev already confirmed that removing RTB is not on the luck-base mechanic.

    Each RBT already have its key to unlock them and each key has been already put into the jigsaw box randomly before the game start.When survivor searching the jigsaw box,the game system will just only check that "Is the key in the box match with the survivor's RTB?".

  • So each survivor and killer can only have bonus on 1 unique perk?

  • At least,just make the EGC countdown timer no longer slowdown when there is only 1 survivor remaining and he/she was put into dying state.

    At this point,that survivor still lose(even he/she has Unbreakable/No Mither) and the killer who wants to see the animation of the Entity killing survivor can also see it faster.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/470118#Comment_470118

    @Pennosuke

    Surprise, surprise! Killers already get less points from Endgame Collapse sacrifices than hook ones.

    Oh.....I didn't know that before,sorry ;v;

    I'm going to edit the comment now,thanks for the information.

  • I think the main problem is "When the EGC start and all remain survivors are downed,The killer choose to slugged them and waiting for the Entity killing them all and get free kill".

    If at that time there are more than 1 survivor,it can be called as punishment because the survivors are open the door too fast & let the killer downed them at the late game while they're have a chance to help each other and escape.

    But if at that time you are the last survivor,It's really frustrated when you have been slugged by the killer while in the EGC becuase you can't do anything and have to wait for 2-4 minutes to let the Entity kills you.I know the time is shorter than hatch stand-off but this situaton still very frustrated for me. ;_;

    What I want to change about EGC is the killer should get less sacrifice score when it was done by the Entity.If the survivors get the punishment becuase they are too late to escape,the killers shold also get the punishment too if they are too late to hook survivor

    EDIT : I just know that killer has been already get less score when the Entity kills survivors,so please ignore this comment.

  • Hello guys! Some time ago, I've got a few ideas to rework/buff some perks that cannot find their place in any perk build.

    @BloodyTapp

    My opinion about your ideas


    Resilience : I think those numbers are too much.

    This perk will overshadow Prove thyself and Botany Knowledge.

    Moreover,it will make gen rush become more OP if it has 3 token and combo with Prove thyself , Self care or toolbox.

    I think these number should be at 9/12/15% and remove the token system from this perk.


    This Is Not Happening : I think the reward from this too much if compare with the risk that you take.

    In my opinion,the number of additional progression should be fix at 2% but it will ignore Hex:Ruin(If killer used Hex:Ruin,you will still get 2% additional progression when hit the great skill check zone.

    and make great skill check zone become 40/50/60% bigger.


    Stake Out : ...to be honest,I still don't have any idea to buff this perk. ;_;

    But I think the "32 meters away from the killer" condition is too OP.

    Becuase survivors will used it for heavy counter to every stealth killers more than used it for charging the token stack.


    We're Gonna Live Forever : about the aura-reading ability.....didn't Buckle Up already do that???

    ...else make this perk also gain token when healing another survivor from dying sate to injured.

    At lease I just want to make this perk can farming bloodpoint as much as BBQ and Chilli


    About another perk ideas,they are great.I really like them! :D


    And this is my perk idea


    Beast of Prey : The number of time that required to level up Bloodlust will become 2/3/4 seconds less than normal.


    No Mither :

    - You don't leave pool of blood

    - Grunts of pain cause by injured reduced to 50%

    Now I have 2 option to buff this perk

    1.Make it become "Hard mode" perk

    - gain 50/75/100% stackable bonus to all Bloodpoint.

    2.Make the survivor who used this perk become disadvantage while being attack from the chase but get some advantage in another situation.

    - Increase 4/6/8% chance to unhooking yourself.

    - the wiggle progession will become 20/25/30% faster.

    - Recovering from Exhuastion while not running will become 45/60/75% faster.

    EDIT:I decided to removed the endurance effect becuase it may give too much reward to survivor.


    (If the second option is too broken or OP,you can tell me ;v;)

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