RaSavage42
RaSavage42
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- RaSavage42
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What I am saying is that making skillchecks be based on status effects would slow gens... I was only using old Ruin to give the example
Also I can add in: Maddness already does what my idea can be... and iri king (or queen I can't remember which one has the skillcheck go counter-clockwise).... cleansing demo's portals have a different type of skillcheck... overcharge as well
I know hitting great skillchecks on console is hard but with my idea it would only last until healed/recovered
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I could say bring back old Ruin... but that's not what ppl want to hear so how about taking the concept from how old Ruin worked and apply that to status effects...
1.) It would raise the skill cap for survivors (it would be a little bit harder to get red ranks... for the most part)
2.) More critical choices would involve more risk...
3.) It would encourage players to experiment with different builds to: gain an advantage or minimize the effect
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For me its BM, especially if they heal up and still stay... its annoying
Just leave so I can start my next match...
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Pig is OP... but I love it
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That's the whole point though... if as a survivor I just used my exhustion perk willy-nilly then I should suffer the consequence of that status effect
Sloppy would be used more to keep the survivors guessing on what skillchecks they get... as they get got hit by the killer
I don't have a skillcheck for deep wounds os at least I know not to do that (cause that would be disrespectful IMO)
It would also be a deterrent for some survivors... if they don't feel confident in hitting those skillchecks ( like me)
And it would allow more strategies to be used on both sides... and more to learn for the players that have hundreds or thousands of hours in game
Overall I would say that if these were able to be made it would add just a little extra excitement into the game
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It is though
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1145442#Comment_1145442
I proposed such an effect:
Disoriented
When a survivor is disoriented, they are struck with confusion, making any lengthy actions more difficult. 10% more difficult skill checks, 15% more frequent skill checks. Skill checks now randomize between normal, counter clockwise, and speed-up/slow-down checks.
Exhausted: no great skillchecks zone will appear until recovered
Hindered: causes smaller great skillcheck zones until recovered
Hemorrhage: skillchecks would appear red (like with ruin)
Blindness: face difficult skillchecks
Mangled: great skillcheck zone will appear in the middle of the skillchecks
Broken: great skillcheck zone would be "broken" into two one on the top and one on the bottom of the skillcheck
If multiple status effects did occur then the skillcheck will be randomized until recovered or healed off
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@SurvivingSurvivor said:
https://forum.deadbydaylight.com/en/discussion/comment/1145425#Comment_1145425
can they be rewarding to both sides or are you secretly implying a one sided buff ? Smh
Just thinking of making skillchecks being effected by the different status effects:
Being exhausted means no great skillcheck zones... etc.
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How about adding BP and shards into the Rift...
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Agreed
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Can I add my idea of making status effects change skillchecks...
I really like this idea, but would have to play it first to fully understand it
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It will not FIX matchmaking... it will be a tool
It will allow the devs to take steps in creating a system that (hopefully won't suck) has the ability to be adjusted on the fly (rank reset)
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Hex: it's all real, status effects change skillcheck to reflect the status effect
Mangled: suffer with old Ruin again.... hahahaha
Hemorrhage: only adds the red stained skillcheck
Broken: great skillcheck zones are broken to the top and bottom
Exhausted: no great skillcheck zone will apear
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Kiler: The forgotten- Real name (my name... lol put me in the game I swear I'm good enough)
Height: average
Speed: 4.6 m/s
TR: 32m
Primary Attack: a utility knife- after a successful attack wipes blade on pants
Power: All imaginary- start with 2 deployable decoys that can be set to stand still or patrol a loop or Gen
Perks: All in your head- survivors in TR have after images of killer movements and missed skillchecks reveal survivor for 3/4/5 seconds
Hex: memory loss- kicked gens regress 10/20/25% faster and survivors face a difficult skillcheck to continue repair, missing skillcheck applies 10% regression and persists until a successful skillcheck is hit
Obsession Perk: Thinking of You: hooking obsession gives 4m/8m/16m TR to obsession and increases killer move speed by 2% and remains active for 10/25/45 seconds with a CD of 60/45/30 seconds
General addon ideas are adding 1 decoy, give a small TR and collision to decoys, adds a basic attack ( does no damage) to decoys, remove 1 decoy but decoy deals deep wound status effect
I know it's not balanced in anyway but here you go
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I do agree that the devs need to put more resources into what they have now and there is way way to do it
From a game play perspective it's gens in general, and skillchecks can be tinkered with to make status effects have impact
All killers need to be tuned to fit the current state of the game
Perks need to be updated/changed
With breakable walls coming up maps will become a bigger topic
I hate to say this: but survivors are just cosmetics.... give them something unique like a talent or a selectable skill
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I'd say nurse... IMHO the imagery of being involved in her story
Watching Sally go from being in a good situation to losing her mind after years of suffering...
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I feel the same way... I would like that to be added.... give something to the free track
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But then maps play their part in all of this... hate to be obvious but most perks are map dependent
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Or the devs can look at (yes increasing the BP cap) the cost of bloodwebs, they did step in the right direction with allowing up to 4 perks to show up... but let's push it another step (for the players who don't sit on hundreds of thousands of BP) and look to decrease the cost of whatever shows up
Also I'd like to see overall stats on BP offerings... maybe I'll make it a topic (lol)
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My thoughts:
I'd like to see addon changes (adding more stealth and ambush addons)
Either changing how the traps activates or have her start with 5 traps base kit
If the devs chose to keep the status effect addons... they need to linger for 15-20 seconds (or until healed)...
TL:DR give some love to my piggy and I'll be happy
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@Steve0333 said:
What's funny is killer mains who think having any requirement on the killers part for NOED is a huge nerf. Just goes to show the type of baby killers that run NOED are. Hanging a survivor once during the trial as I suggested really isn't that much to ask. If you are even semi decent at the game that should be an easy given majority of the time. But asking the killer do anything besides being a complete potato and all these killer mains cry out in horror of the thought.
I actually agree with this... but the killer could hook all 4 survivors once then wait for NOED to activate... I'd say 6 hook actions then the activates and survivors get the exposed status (maybe make it appear in the middle of the screen to make it unavoidable)
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Pig
Cause SAW why else.... oh and snoot boops
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Playing Pig and getting RBT kills against red rank survivors as a green rank killer
I trapped a meg, after being unhooked she finished the Gen (or 2 can't remember specifically) then proceeded to run the whole map and died in front of me wanting me to chase her to the last box
I was running combat straps and video tape for addons... HL, Ruin (before the change), BBQ&C, and whispers for perks
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I was unlucky and was hit with: a yellow mori offering, NOED, and Rancor... I was the obsession, didn't realize what I was going against until the mori animation started and end game scoreboard
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The devs are thinking of new content with a few changes to existing content not the other way around cause they want more players new to the game
But little do they know but if they fixed this game it will be more appealing to new players and word of mouth can be even better for the game
I didn't even know of this game till a friend gifted it to me
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Rancor shows auras for a few seconds when a Gen is done... but when the last one is done the aura reading lasts longer and the obsession is exposed
And it makes sense lore wise... for spirit at least... her rage is focused onto one survivor
In terms of game play the perk Is good as is... killer sees survivors and survivors see killer... its this game in a nutshell (cat and mouse)
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I'd say it "feels" too fast but it's just the pace of the game... having 2-4 survivors on 1-2 gens creates pressure on the killer thus making it seem like gens fly by... but the killer can put that pressure back onto survivors by getting hits and hooks in making it seem like the killer is snowballing
The biggest issue stems from the fact that most maps aren't balanced for both sides and even some killers are even worse off by it... maps need to be "slightly" or "considerably" reduced in overall size and gen placement need to be looked at....
Also there's no more effects on skillchecks so in essence just hit skillchecks 4head and GGEZ afterward... I made a post on making status effects apply to skillchecks so both killers and survivors can feel like they played the game (but not meny ppl read/reacted to it feelsbadman) like making critical choices on healing or using SB to get to a Gen at the start of the match
And (I swear this is the last thing I want to say on this... maybe) some perks and items can also make the match go quick survivors have more options to chose from but suffer from "gotta do every thing on my own" syndrome so they bring perks like SC(cause no one will heal me), DS(cause someone will unhook me in front of the killer), UB(cause no one will pick me up), etc. And the killer brings their best perks (up for debate) BBQ&C (cause I at least want 10k BP for this match... oh look I see someone SC ING in the corner of the map), SB (cause they heal to fast), old Ruin (cause they get gens done in my face), etc... All I'm saying is that the player base as a whole is better then before and the devs only throw perks on us like band-aids and call it a day... give us new game play content and the matches would be even (maybe)
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Why not change it to an item
Or the teammate who saves you gives it to you (like BT)
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1069175#Comment_1069175
They removed the early game impact. The perk's name still exists but the effect is gone. Let's say, they keep Roadhog but make him look like Reinhard with the same power and stats. Would you say Roadhog isn't disabled, he just got changed?
They tested making Roadhog a DPS... thats like what happened to Ruin
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Just hit them 4head... they scream... you win
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Oh don't get me wrong I don't like the moves they made to this point
And yea it would be disheartening to say the least If BHVR did something like that... but I do wish BHVR would start addressing the issues with actual fixing
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Disabling certain heros in overwatch competitive play starting next season (next month) so ppl don't complain about the "meta" being stale
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Whispers on doc
Strider on spirit
Other then that find out where other perks can help
Sorry it's not alot
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Give survivors a talent (something passive for using the survivor) nothing to big... then you could add another perk slot to killers
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Teammates that self care while they are close enough to group heal while I'm on hook
I do understand that I shouldn't be a major priority but (phrase I can't say out loud) it'll take till 2nd stage for them too heal and get me.... even with a killer that doesn't want to take a stroll around the map to see what he sees
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Well yea the hatch exists...
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Survivors perk 2 great skillcheck have no bonus whenever another survivor is within 10, 15, 20 meters
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Lol
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I was thinking of the unnerving presence and overwhelming presence for the first killer perk
And perk 3 was just there to be there
Any ideas on it?
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It's been longer then that... I have screenshots from a year ago where I was matched up against higher ranked survivors
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I use: Huntress Lullaby, Whispers, BBQ&C, and I used to run Ruin but currently working on using something else
I use: combat straps/ video tape (if I have any) or tampered timer/ crate of gears (I use a lot of her addons but those are the ones I use the most)
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I get a ton of messages... mostly calling me a camping tunneling POS... even though I get iridescent chaser for the most part
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It would be a good thing to introduce more impact to status effects
Also gives players more to do then just "hold m1" (it feels wrong to say that cause I play on console)
Right now SB makes you hold m1 longer to heal (also doesn't effect gens) so why not add a type of skillcheck to compliment it
Doc got the reverse skillcheck addon... so it's possible
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I agree with the OP...
1. NOED is a hex, totems are there for a reason (maps are broken plz fix)
2. NOED has a place in the game (different play styles exist for every killers just like addons)
3. NOED is not a crutch (not meny killer players use it... I don't, if it were a crutch perk "80% of killers would've been using it and would've been cleansed-see what I did there-)
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I'd say Clown.... and set one of his tonics as a trap on gens
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/1047002#Comment_1047002
Ooo that does sound dirty lol
I even 4k'd on Red Forest maps...
But now I'm tinkering with that build since Ruin got changed... I'll need to look at using something else
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The Pig:
Addons: Tampered Timer, Crate of Gears... or video tape and combat straps
Perks: Ruin, Hunters Lullaby, Whispers and BBQ&Chilli
I've had games of 0 gens done to 2 gens done... with a couple games that 3 gens were done but no games had all gens done... survivors either die or got hatch oh and more RBT kills then hatch escapes... and a match where I had 2 RBT kills along side DC's
hahauahauauahaha
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I would say perk usage over all ranks:
What killer perks are used on what killer would also be good to know
Oh and item-addons and offerings
Thanks
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Cause ppl will always disagree with someone's point of view on any subject... then claim to be on one side or the other (and the others being in the middle)
Like New Ruin:
Or Map Size
Gen speed
Other strong perks
What about weak perks
New killers vs. Old killers (in game of course)
New cosmetics vs. Old cosmetics
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That's pretty much how old Ruin worked (hitting great skillchecks had no bonus progression)
New Ruin needs to be made to regress gens equal to base progression