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Pogiforce

Pogiforce

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Pogiforce
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  • True, and I understand that, but at that point the Devs shoudn't have made an achievement that actively encourages players to play a build that is legitimate unfun for 80% of the lobby. At the time too I also wasn't aware such an achievement existed, I was just upset that the Michael was doing that. Besides, you know there are michaels who do it because it's an easy win, and having nothing to do with hunting achievements. Some achievements are just going to be hard. I still haven't gotten Adept David...

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/244747/why-the-last-survivor-always-struggles

    Man I played with a couple of friends against a mike. He ran unlimited EW3 and Tombstone I was the last survivor and he got to hatch before me all I could think of was to prevent his achievement as it was not fun at all to wait in que to vs that. I made it to a locker just in time and he grabbed me, he drop and picked me up until it forced me off his shoulder and I jumped right back into the locker, he di it again but this time walked to a corner of the map but again made it to the same locker. So this time he walk to a different corner as he knew this was the last chance he had before time ran out. There were no lockers in site bit there was the bus (autohaven) the entity poked my brain. It was a win in my book you can't be upset when a survivor tries to survive nor a killer tries to kill. Just sounds dumb but happens frequently.

    Dude, I may have been in that match with you. That or one exactly like it. Perma EW3 Michael, tombstone piece, he was VERY determined to mori everyone. I was the first one dead, but I spectated. Saw him mori the others one by one until it got to the last survivor. The survivor made him do locker grabs, he'd drop/pickup until the auto escape, that player ran to the corner of the map and hopped into a locker again. Because if the Michael is going to run something that's THAT unfair, why would you just give it to him?

  • I feel like there is a lot of focus in this example on the killer. That they were playing Nurse, that they had a 3-gen, they were camping/tunneling, but only got 2 kills. The killer doesn't play in a vacuum my friend, what were the survivors doing? Did they have great team play? were they coordinated? Did they avoid unnecessarily risky plays? Did they bring the best perks? I did not watch the match but it would seem that if this top tier nurse secured 2 kills while the other two survivors escaped, then this survivor team was probably very much top tier as well and brought their A game. 2kill/2escape is effectively playing to a draw, which when you consider the best of the best killer side and the best of the best survivor side, looks like the definition of balance to me.

  • I have never dodged a lobby. The ONE Time I quit a game early, it was because something pressing came up IRL and I was forced to abandon the game. I apologized to the survivors in the post game screen before leaving. extremely difficult games are just part of the experience, and I see each as an opportunity to improve, and a fresh experience that differs from all the other games where I just pugstomp.

  • Power needs some heavy adjustment, but I can see it working.

    Killer instinct Radius needs to drop from 40 meters to 8. serves as the werewolf's ability to track nearby survivors by 'scent'

    8.0 is too fast, increase it to double movement speed instead. still faster than human speed, as wolves are.

    lethal attacks in power feels over done, and doesn't synergize well with his perks that are about doing things to injured survivors. instead, reduce base attack cool down while in power by, say, 50%. That way they can injure one survivor then peel off to go after another one nearby, or dedicate to the one survivor and still get a fairly quick down if played well. I would not put the blindness status effect on the claws by default, make that an add on. if you want lethal claws, make that an add on but it also gets rid of the existing cool down reduction and imposes an additional cool down penalty on missed basic attacks.

    Instant destruction of obstacles should not be part of this power.

    Ability needs a timer for up time, and a timer for cool down. 60 second cool down that can be reduced with add ons, 20 seconds up time. Maybe have it charge from bloodlust stacks, get a stack of bloodlust, the ability has an immediate cool down reduction of 20 seconds.

    rename Bloody Claw to the Lone Wolf, as it isolates survivors and plays into that wolf theming. I like this one, info perks on survivors are underrated and this would counter things like Bond, Empathy, Kindred, etc. For it to be effective though, I think instead what it should say is that injured survivors cannot see the auras of other survivors. Play on that idea that the injured person is alone, and perhaps infected with Lycanthropy. Still have it work on survivors who are within the terror radius, injured or healthy. Since it's an info denying perk I feel like there's more liberty in making it strong since denying info can simply be outplayed by a good Survive with Friends team.

    I like the first perk, no suggested changes.

    I think the name of the third perk should be changed, especially if we're going with Lone Wolf for the name of the second perk. "One with the Pack" again plays into that wolf theming and also refers to the fact that it lets you see a survivor who is saving a member of their 'pack'. The idea that as the wolf, you have an understanding of how packs think. those timers are absolutely rediciculous for a killer sided info perk though. Instead, make the timer 5 seconds and it imposes the broken condition on the rescuing survivor for 10/20/30 seconds. This works well with lone wolf, since it isolates the survivor and makes it easier to track them down.

  • If there is some real potential for abuse though with Prize Fighter, instead it could just be a once per Trial thing kind of like Adrenaline, and like Adrenaline have it still cause exhaustion so that once you've caused the stun you can't just sprint away with Sprint Burst or something like that. I could see it really having some great play in that regard for someone who has mastered the timing and is trying to bait a swing out of a killer who may be, say, carrying an ally, forcing a stun with Prize Fighter for the save.

  • Our reasoning behind Prize Fighter is that it's very risky. You have to be facing the killer, injured, and hit the button at the very moment that they are swinging at you with a basic attack. If all those conditions are not met, then you are going to take the hit, and go down. That's also why we gave it a 6 second stun since playing something that risky should also be high reward. Prize Fighter would also be an exhaustion perk, so if they fail to disengage after the stun they won't be doing it again that chase in most cases. The idea too is that the window of opportunity to counter should not be very forgiving. This perk is meant to be really risky but rewarding if you can pull it off. Because of that risk while the possibility of 4 survivors running it for multiple long stuns is a possibility, it's also far more likely in my belief that most survivors will stick to more reliable options and save this for memes, montages and youtube videos. Also because L3mur just really wanted a perk that let's you shoulder check the killer.

    Spinechill only adds 6% so that should add to a max of 46 and not 50. The chase duration requirements could also mean that you won't get a token for "chases" that are really just the killer passing by chasing someone else. Plus the losing tokens on hit would mean keeping 8 tokens can be difficult if the Killer is good at getting his smacks in. I do though understand the complications of how chase mechanics work, so depending on how the game wants to behave that one could be kind of janky. The core idea behind Something to Prove was something similar to "Save the best for Last" that makes you better at chases. Perhaps alternatively to better combo with Relentless make it tie instead to time spent on generators, maybe 15 seconds of gen time equals a token. similar to how Repressed Alliance requires Gen time to work.

    Relentless funnily enough was the most complicated and required the most think tank time to work out.

    Where we are really struggling is on the idea of what her power would be if she were a killer. Something tied to her being a brawler, but doesn't basically turn her into Legion with fists.

  • Alterntively, we're looking at the possibility of the Entity molding Mika into a killer, a bloody bare knuckle boxer with a fast movement speed and an obsession with winning. WIth an add-on being Ace's Tooth.