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PolarBear

PolarBear

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  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/655590#Comment_655590

    That last part about x and y is totally me whenever I talk about noed/adrenaline

    If noed gets nerfed (e.g : take away the speed increase) then adrenaline should be nerfed ( make it a heal over time/ just have it increase ALL action speeds by 10% or something idk)

    People always do this and it annoys me. When we're talking about nerfing x thing, don't bring the y to the discussion. Make a thread for that. It's the same mentality as "if I can't have it, no one can".

  • If the mist actually restricted your view to X meters it would either be really good for the killer or survivor. If the mist could only restrict your view to a max of around 40m, it would make it hard to spot survivors from long range but also make it easy for survivors to avoid the killer close range.

    If the mist restricted the vision to below, say, 20m, it would be extremely beneficial to the killer as the survivor can not know which direction the killer is coming from and may just run into them randomly.

    I also don't think a solid wall of mist removing all vision from X meters away is that fun for either side.

  • Removing the ability for killers to hit hooked survivors would lower survivor skill ceiling even lower than it already is. You can bait out killers to hit the hooked survivor and get a save thanks to that.

  • @Groxiverde said:

    https://forum.deadbydaylight.com/en/discussion/comment/655539#Comment_655539

    Wait, what? A killer can't take advantage of a survivor's stupidity revealing his teammates to win the game? I had some trolling survivors in a few games this week who kept pointing at where their teammates were hiding, like lockers or behind walls. Is it my fault to take advantage of that? It should be bannable but ONLY for the survivor.

    If you're playing normally and a survivor happens to tell where their friends are, it's sandbagging. Not working together. You can't get banned as a killer if the survivor sandbags their teammates.

  • Once someone is set in one mindset it's hard to change that. People who are biased for one side make it difficult to argue with them. Most of the counter-arguments are the same and never evolve as they can not see past their bias. These people also bring up the "if x gets nerfed then y needs to get nerfed as well" argument.

  • I'm gonna be honest, whenever I see a pudding/bps from the killer, I always get paranoid that the dude has some serious add-ons equipped.

  • 1) Working as intended.

    2) Working as intended.

    3) The timer should stay, maybe make it longer in exchange for the perk deactivating if the survivor does any altruistic action. Make it not work on grabs/locker searches.

  • I think if a survivor escapes by key you should at least gain emblems points based on what you would've for catching and hooking them.

    In general, if you use a mori or escape with the use of a key, you should not be able to rank up at all. Maybe even pushing the safety pip minimum to the regular pip minimum for that match.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/654191#Comment_654191

    The maximum amount of BP you can gain in a match is 32,000 (Without BBQ and offerings!)

    https://us.v-cdn.net/6030815/uploads/040/89FGZVSJYTYE.jpg

    8000 for each of the 4 categories

    https://us.v-cdn.net/6030815/uploads/273/7463E3RGP32R.jpg

    https://deadbydaylight.gamepedia.com/Bloodpoints

    32,000 BP means you had a perfect game!

    where you hooked 12 times all survivors (3 each), nobody escaped, broke a lot of pallets (and gens) hit the survivors at least 24 times, etc!

    Are you telling me that you get every single of your matches more than a perfect score?

    Because I dont, even with a BBQ and offerings, and even lees in higher ranks!!!

    This is the score i get if i did really well:

    https://us.v-cdn.net/6030815/uploads/230/WQN9WAYPIK0Z.jpg

    And this is my average score if I didn't

    https://us.v-cdn.net/6030815/uploads/137/OQHZ4QXNMIUJ.jpg

    Maybe Easycheat isnt working as intended if you really do! because not every killer out there have BBQ to gain more than the capped quantity of BP as you do

    Without bbq I get around 20-30k a match. Since in the wraith screenshot you were using bbq I assumed you play with bbq most matches as wraith which makes it very possible to get 50k in a single match. Rarely do I end the match without having hooked each survivor at least once and with 20k bp (which is doubled to 40k).

    I do not know the exact chances for ultra-rare nodes in the bloodweb but if we assume there is at least 1 ultra-rare every 3 bloodwebs and you're playing as a killer without ultra-rare offerings, you can get 1 ebony mori for every 3 games you play.

    Doesn't sound that "ultra-rare" to me.

  • @[Deleted User] said:

    Not only ultrarare, they aren't cheap either!

    https://us.v-cdn.net/6030815/uploads/236/LWB3FMSURAEZ.jpg

    14 millions in BP spent in the BW to get this many! add the 20(25) I already used:

    7000*92(95)= 644,000(679,000) in BP spent... only in the ebonys!!!

    For a killer to get a ebony, he must spent a lot of time in matches to get enough BP to buy it

    Even if you made 32k every match, that amount is only worth 4 ebonys... if you dont bought anything else in the BW!

    Above level 50 every BW can cost you potentially 50k, thats two to four killer's matches

    So every killer earned with sweat and blood the right to use every single mori he can get!

    You get 50k bp in one game as killer. If you need to play 4 games as killer to get 50k bloodpoints then perhaps you do need the mori :P

  • The reason they won't want to raise the cap is specifically because they don't want people to max out new characters day one. Imagine you play this game all the time and there was no bp cap. You'd have all perks on both killer and survivor day one and extra since you basically have 3 months of time to grind.

  • @SkeletalElite said:

    It does, if you time it right. Although recently it seems for some reason sometimes when the killer stands in the right spot it doesnt allow you to drop the pallet even if it gives you the prompt to do which can make them a lot harder to do. They should fix that.

    That just means the killer is bodyblocking the prompt.

  • It isn't a strict no but it is likely it won't be today.

  • It (to me at least) is fair game if there is at least one other survivor that can complete gens and open the gate to start the egc. It is no different from the old hatch standoff.

  • I wouldn't want this as when you're going for a save you can't know if the hooked person has BT equipped therefore you'll be less inclined to save them in fear of farming. With current BT you know that the unhooked person can withstand one hit and there is no guessing.

    One of the new perks, Camaraderie, will suffer from this same thing that your suggested change would. You can not know if the hooked person has the perk so you are less inclined to go and activate it, but if the perk worked like current BT, you would know that you can activate it and get the benefit of the perk.

  • @Horus said:

    https://forum.deadbydaylight.com/en/discussion/comment/650108#Comment_650108

    Nobody runs tinkerer cause of how bad it is and scratch mirror myers is so situational you can still hear nurse blinking towards you

    You can hear nurse blinking. You can't know where she'll blink though. This would also make tr reduction perks a lot less appealing and would make stealth killers worse compared to non-stealth killers as now all killers would essentially be stealth killers.

  • Too complicated for an addon. Token system as well.

  • Ok, so unnerving presence loses half of it's usage. Also easily countered by tapping every 5 seconds or so. Would just be annoying.

  • do the bones

  • @CookieBaws said:

    https://forum.deadbydaylight.com/en/discussion/comment/649504#Comment_649504

    Because supporting "i don't need to heal, i got perks" meta will hurt a lot of killers.

    Yes but if people take these perks they need to throw away other meta perks from their build. You can always tunnel people with Second Wind to prevent the heal as you will see they get the broken status effect when they get unhooked.

  • They had to do something and they didn't have time to do anything else. At least now Legion is bearable to play against.

  • So why are you complaining about the perks then?

  • There are a ton of mechanics and perks that luck could be used for. (Any perk with randomness like calm spirit, technician, ace in the hole come to mind)

    Luck is kinda just a forgotten mechanic. Luck should either get a bigger role in the game or be scrapped completely.

  • How about we keep prestige as just a cosmetic reward.

  • The revealing is still hella broken. I got these clips in one chase

    https://youtu.be/chVLspXxHGs


  • @Tru3Lemon said:

    Fixated its fine i dont get why ppl want to put urban evasion on this perk since it dosent make any sense so if youre injured in real life would you walk faster im just saying its hust logic to me that the current perk its fine and of course i didint try it out since the ptb its not out but with the video from the devs that ive seen seems good only those that dosent know how to juke well

    Please don't start with the irl arguments.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/649253#Comment_649253

    If thats the mentality, then getting hit and having BT trigger should not count as a "safe unhook".

    It shouldn't. It should only count after the unhooked has mended.

  • Why is everyone trying to make lockers even more useless than they already are? Why should a perk deny a game mechanic completely?

  • @twistedmonkey said:

    Yes it takes longer to heal but overall it actually saves time.

    Healing yourself takes 32s but taking time to find someone and then remove them from the gen for 16s could take longer. Then both of you are off a gen which adds up to 32s of less gen time overall.

    It's also helpful for last minute saves if only a couple of players left so you can take a hit if the killer comes back.

    Its a very useful perk for players who are not as confident in the ability to run or lose a killer.

    It has its place but I think some of the new perks may take it's place for a lot of players.

    Self-care is kind of a trap for new players. They'll have the option to either heal or do a generator and when they constantly play with Self-care they start to always go for the heal even when it isn't beneficial.

  • Let's be honest, both sides can be douchebags. Stop blaming the other role.

  • And these people will have to give up 2 perks for both.

    The amount of perks you can take hasn't increased.

  • Every perk basically is a "random rule". If you have botany knowledge and the killer can't know you'll pick up a slugged player faster than normal.

    If we were to remove perks that you consider to be random rule perks, almost all tracking perks would be removed as the survivor couldn't possibly know if the killer can see you. It's always a guessing game and you can almost never be 100% sure.

    In rainbow six siege you also need to figure out what all the operators do and how fast they move, how much armor they, what equipment they have access to, etc. it would limit perk options immensely if bhvr couldn't make random rule perks.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/647135#Comment_647135

    In the current state i wouldn't repleace it with any other perk in my build, even with stealth killers. Devs are too scared to change the meta by adding new decent perks. You think that mindbreaker is worth using to counter Sprint burst and dead hard, not every survivor takes it, witch makes this perk situational. And everyone knows where situational perks belongs. In the trash tier. Mad grit, flip flop, buckle up, iron maiden,hell, even new perk with valut blocking, nobody uses them because they may work in one of few matches. Mindbreaker won't be exception. This perk won't even do it's job because you will use your sb at the chase anyway, and get a distanse after walking or t-bagging for few seconds. Slower gen repearing while exhausted would make this perk usefull in every match. And only perks that you know they gonna work, are viable.

    Most survivors do take an exhaustion perk with them and half of the time it's dead hard. Sprint Burst isn't that common anymore.

    Even if this perk got a buff and became meta... What then? They'd have to make another better perk to replace this one. And the cycle continues and old perks, if not buffed, will be forgotten completely.

    The devs need to take a look at the top used perks and modify them if they want to shake up the meta.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/647204#Comment_647204

    Baits are stupid. I suggest things because I think they are cool/good/whatever.

    They don't counter any abilities at all, hinder? Yes, but not counter. Closest you get to countering would be with Freddy's dream pallets but even then he still has the rest of his kit and mid chase that won't help you

    Insta-blinding the Killer whenever is dumb, but this is not whenever, you have to do it when it is risky to do so and they still get to do whatever it is they were trying to do.

    It has to be instant otherwise there will be no point due to the massive risk given when the window is.

    Blinding a billy using his chainsaw isn't going to stop a good billy from instadowning you if he's back reving. But it might let you juke him around a corner.

    Consider how flashlights work right now. You can sometimes get something going when they vault, once in a blue moon you'll get a flashlight save, and then you make Wraith and Hag complete ass because they can't use their power. The only Killer it has an actually interesting dynamic with is the Spirit. You can use it to remove the husk, which is useful for catching out a mindgame but doesn't cancel out her power entirely.

    So instead of having it completely shut down 2 Killers and be useless and the remaining Killers I'm trying to have it be decently useful against all Killers and not completely shut down any of them.

    There is no risk if the blind is instant. Imagine this scenario. You're being chased by a nurse and she starts a blink, you just have to right for less than 0.2 seconds and she gets blinded. No time for her to react and you just get rewarded and it barely uses up any battery life.

    A Huntress pulls out her hatchet? Just ######### blind her, what's she gonna do? Avoid it?

    I'm gonna have to say no to this.

  • @NoShinyPony said:

    @PolarBear Good point. "Injured" state is not Deep Wound state, so it probably won't work with Inner Strength.

    The perk description of Second Wind lacks the part with "while injured", but my guess is that the description simply isn't completed and it won't work either.

    I'm curious, if you have 20 second deep wound timer from bt and you have second wind, will you go down after 20 seconds or will you be fully healed?

  • So make the flashlight a bullying tool like it used to be? How about no.

    First of all, why would you want insta-blinds back? Second, why would you make one item the ultimate counter to most of the killers and their abilities?

    I'm genuinely shocked if this thread isn't bait.

  • All of Nancy's perks are good (Fixated being the worst and Inner Strength being the best). For Steve only Second Wind seems worth playing.

  • Use overcharge and this won't be a problem.

  • Dull totems are the main thing small totem users actually want to find. Would make the perk worthless if they removed that.

  • They should first of all, make styptic and syringe their own item and not an add-on. Second syringe should not heal 2 health states. To change those add-ons to also be passive healing, like @Milo suggested, could also fix the problem instaheals now have.

    @SkeletalElite I think the they could make it so syringe works during chase while styptic doesn't.

  • @NuclearBurrito said:

    Hold on now. He doesn't even need to 3 gen if the teleport doesn't have a cooldown.

    Just run Overcharge, Mindbreaker, PGTW and Surveillance

    Put 2 portals near each of the last 3 gens (doesn't matter which 3) and then repeatedly teleport between them, use Mindbreaker to stop them from Sprint Bursting way to distract you and your other perks to halt their progress.

    Even if all 3 gens are on opposite sides of the map your portals mean you can keep pressure on all 3 anyways.

    The teleport will probably have some cooldown on it and the survivors will probably get a warning around the portal location that the killer is coming (Maybe a light from the portal?).

    If this would be possible though, it would probably be changed after the PTB.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/647127#Comment_647127

    If a killer is doing that from the beginning, it's pretty easy to tell because, y'know, they're only hanging around 3 gens and nowhere else.

    Therefore, survivors will be nice and healthy and be able to sacrifice some hook stages or bleedout timer to push the generators. A killer can't hold out against 4 survivors pressuring 3 generators at once for an infinite amount of time. Surge in the best case scenario is at best, 30 seconds of progress lost divided between 3 generators, so it buys an extra 10 seconds and then goes on a cooldown. That's assuming the survivor literally went down 32 meters range of all 3 generators too, mind you.

    10 seconds with 4 survivors pressuring 3 generators is not a lot of extra time.

    A killer can hold out 4 survivors (solos especially) just as well in the start of the match as well as the end, most 3 gen build rely on slugging and with the addition of Surge they'll be able to do it even better.

    It also wouldn't be better to take out a 3 gen earlier and waste hook state because even if you manage to do one of those 3 gens, you still have to worry about all the others and the killer might be able to get another 3 gen and then you won't have to those precious hook states.

    If a killer really wants to, they can create a 3 gen scenario most games they play.

  • image.png

    The perk description says "fully heal you" but it also states it only works while injured. The question is, does deep wound still count as injured state? Dead Hard works while you have deep wound active and it's perk description states it works while injured. Adrenaline's description says it heals one health state and if you have deep wound you only become injured afterwards.

    Considering all this I would say it fully heals you from the deep wound state as if it didn't it could have the same description as adrenaline "One health state" instead of "fully heal".

  • I only want this for the simple reason of some people being lazy and not wiggling.

  • People using self-care will change to inner strength. Some might swap adrenaline for Inner Strength as well.

  • @TWiXT said:

    At first impression, Rank 3 of the perk might need to be adjusted to 75% instead of 50% in order for it to be more useful, but we won't know how good or bad it really is until we try it out. Personally I can't wait to try it out with Pig, because nothing makes her dash feel weaker than roaring near a gen only to see every survivor sprint burst out of range. Mindbreaker will prevent that from happening within the first 3 seconds of the survivor getting off the gen, which in my mind means that Pig will be able to pull off dash attacks with a higher success rate... on the other hand, it also means that survivors may end up with a double sprint burst right after the attack hits... so I'm unsure of how useful it really will be for her in the long run.

    Bear in mind, if the % is too high this perk will be a must have and will seriously hurt exhaustion perks.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/646995#Comment_646995

    That's the point. Slower repeair when exhausted and being exhausted when repearing a gen under 50%

    No. This would become a must have like ruin if the % are too high or bad like thanatophobia if they're too low.

    Before suggesting nerfs/buffs we should also just test the general performance of the perk at least on the ptb first. The perk seems oriented for stealth killers that can approach a generator unnoticed and the survivors won't have time to get their exhaustion perk (this will help Wraith for example at the start of the match if they happen to find a sprint burst user at first). It in general just makes it so if the killer leaves a chase it's still possible the player is exhausted the next time you find them.

  • I don't know how people are saying "A three gen is your fault" when the killer can decide at any moment in the match they are going to three gen these three generators. Sure it does happen on accident to bad survivors as well but usually the killer doesn't have a build built around a three gen strat.

  • I do hope this doesn't end up being a Game 2.0 with a lot of safe pallets and little to no windows.

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