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Rezblaze

Rezblaze

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  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463689#Comment_2463689

    1. For someone so arrogant about their opinion, it's funny that you're telling me I'm wrong when I have it from the devs and the code itself that I'm right. Every attempt had a 1/6 chance of escape, and the 6th is guaranteed. 1/6 is 16.67%, and it's a flat rate, not an increasing one, and definitely not 5%.

    2. As someone who extensively watches Otzdarva, one of the most popular Trapper mains, plays Trapper, understands Trapper, and has a friend who mains him, plays pubs, and plays comp, I daresay I'm qualified to give a rework.

    3. I have no idea how to even follow your train of thought for your Totem bit, because it doesn't track with what I or the OP said, but here goes...Spawning traps on Totems isn't the end of the world, but I still don't think it's a great idea. It takes no skill and gives some of the best Totem defenss in the game. Also, if you are ACTIVELY using all your traps for Totems, you are playing Trapper horribly, horribly wrong.

    4. Yet another part I cannot keep up with at all...Never once did I say he's strong. He's one of the weakest killers in the game if not the weakest. He's not just an M1 killer though, all your traps should not be on Totems lol. I never said struggled to loop one either, so I'm not sure why you're throwing shade at me

    Can you form your arguments in a different manner rather than numbering them because if I have to address every point in this manner posts are just going to get longer and longer.

    If the traps don't function in this manner, then they must have reverted it, because the last change I witnessed to Trapper was an increasing value to traps in order to reduce first-attempt escapes without entirely diminishing its chance.

    I also watch Otzdarva, and that alone doesn't mean you know everything there is to know about Trapper. Hell, I'm still learning things about Trapper, and I love Otzdarva. But it doesn't take a genius to know what Trapper needs. The problem is when we have all these suggestions that give him useless 'buffs' that don't do anything. For example, what does starting traps on totems do to change his gameplay to something more reasonable? It doesn't. It just shifts this to a bandaid fix, because it doesn't benefit the Trapper unless he's running an All-Hex build, and even then, Trapper isn't the best with those kinds of builds.

    My criticism here, is that the OP is trying to 'modernize' Trapper but most suggestions are usually involving giving him a bag addon by default or doing something like this, where its pretty pointless. My pointing out that the weakness of this 'buff' is pointing out the flaw in this suggestion. It does nothing for Trapper, his gameplay will still remain the same, and remain outdated. A bag addon would give him some nice buffs, yes, but its not that which makes him outdated, its his power in general.

  • @NomiNomad said:

    IMO, just as unfun to go against as the old 'small pp' (god I hate that term) build survivors had.

    Ruin and Undying are mostly fine imo, Tinkerer is a badly designed and problematic perk and nobody can change my mind.

    Its an extremely predictable perk. Once you know a killer has it you can play around it and expect it.

    I think Tinkerer is overrated.

  • @VioletCrimes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462190#Comment_2462190

    Well, that's not necessarily true. Totems can spawn in places that people just walk by all the time, especially on maps like the swamp. I really think it would just encourage the Trapper to camp totems instead of focusing on gens.

    If he's camping totems, then he isn't focusing on gens.

    Thats an easy win for Survivors.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/273984/a-light-update-to-trapper-to-modernize-him

    I love the idea to reduce Trap spawn RNG, but starting them on Totems is incredibly strong for Hex builds. I also agree that he should start with 3 traps. Here's what I'd suggest for Trapper though:

    • Increase starting number of traps and trap capacity to 3. Rework related add-ons:
      • Debuff Trapper Bag to increase starting number of traps and trap capacity by 1.
      • Debuff Trapper Sack to increase trap capacity by 1.
    • Change trap RNG to 5%, 10%, 20%, 30%, 50%, and 100% escape odds. This lowers the likelihood of escaping early on, but increases the likelihood of escaping before the 6th attempt.
    • Make trap colour dependent on the map (snow = white/grey, grass = green/brown, etc.). Change the darkening add-ons to increase this camouflage effect.
    • Increase rescue time to 5s. It’s unfair to allow survivors to escape so quickly.
    • Gain a 5% Haste effect while a survivor is caught in a trap. This will help make sure Trapper can get to survivors before they escape, or empower him in chase temporarily.
    • Do not allow Dead Hard to go through traps. This makes it less overpowered against him.

    Trap RNG already functions like this now. The first escape is less than 5% and it increases with each attempt.

    And its been like this for a while so I'm surprised you don't know.


    Its like the people suggesting buffs for Trapper don't play him. He really isn't that strong and even if Trapper has a Hex Build most of his traps would be dedicated toward Totems. Which means he's an M1 killer with no power because all his traps are on totems.

    And if survivors can't outmanuver an M1 killer then idk what to tell you. The problem is you.

  • @VioletCrimes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440202#Comment_2440202

    Because it means he starts the game with five traps already set. That’s a bit much.

    They aren't in locations where you could step on them. If anything its a benefit because it reveals the locations of all the totems.

    Trapper is not that strong. Even when he has all traps set he doesn't have nearly enough to cover the whole map.

  • @VioletCrimes said:

    Having each totem set with an already armed trap is a bit too much.

    Well not to mention sometimes that can ######### you over and give away totem locations.

  • Your Fire Up buff is far too strong.


    4% speed per gen. Thats 20% speed boost after all gens are done.

    Not counting Play With Your Food. Not counting NoED. Thats just broken strong. Theres a reason PWYF stacks are so easily lost. Speed boosts in this game are very powerful.

  • No.


    I think the speed boost should be removed and I think the perk should notify the survivor before someone is downed.

    Additionally I think it needs a prerequisite is needed. Every survivor should be hooked once throughout the match before it activates.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451779#Comment_2451779

    I think the base kit power is fine from an interactive standpoint and can even stand to be buffed a bit.

    If the base kit is buffed in some way I would be okay with a Tampered Timer nerf or rework.

    Poor Pig has seen way too many nerfs for no good reason.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451752#Comment_2451752

    The solution isn't to nerf Tampered Timer IMO. The solution is to re-work it entitely.

    I would much rather change the power itself into something more consistent and fun to interact with.

  • @TAG said:

    Either it does nothing at all or it outright kills a player with no in-between. That is not the sign of a healthy add-on. That said, I am 1000% not above using it because I love me my Trap kills.

    https://forum.deadbydaylight.com/en/discussion/comment/2451608#Comment_2451608

    This game is no stranger to addons that can carry matches. Iridescent Head and Soldiers Belt, for example.

    Worth pointing out that the example you're bringing up does not exist anymore, as Irihead was specifically nerfed to not function with either of the add-ons that give extra hatchets.

    I disagree with the above statement.

    It is not a sign of an unhealthy add-on, it is the sign of an unhealthy power.

    The Pig's power is entirely RNG based. The timer isn't what kills people, its the RNG of the power along with the timer.

    Nerfing Tampered Timer I don't think is the good decision here. Rather the Pig needs some tweaks to how her power works. They made it a bit more consistent but it hasn't completely nullified the fact that you're essentially guessing until you find the right box.

  • @YukonBlue said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451673#Comment_2451673

    I wanted her to have an alternate to hooking and then the whole thing about jigsaw’s games, not that she played by them anyway, is to follow the rules. Adding the exposed was more of an after thought because abducting survivors is easier than getting them to step in executioner’s trails.

    Hooking alternatives is fine, but if they complete their games, then they don't get a hook state.

    So you've essentially traded a hook stage for, 3 or 4 pallets. I don't think that's a good trade imo.

  • I like the idea, but I'm afraid the power seems lackluster.

    Why would I abduct a survivor and not hook them? The effect is largely the same except one has an exposed status to it, but Make Your Choice does it for longer, and is reliably inflicted on Healthy survivors. If I knew I was going to become inflicted potentially I wouldn't heal against a Pig while under a Game.

    It also seems to cannibalize a bit into the Executioner's power of having alternative hook states.

    I like the idea of an abduction, though. I think it should force the team to work together to deactivate Games, so that it keeps multiple people busy or stunting their own progress, rather than just the person you decided to play around with instead of hooking. Pugs worst nightmare.

  • Keep it.

    This game is no stranger to addons that can carry matches. Iridescent Head and Soldiers Belt, for example.

    Thing is, that is on a killer that can down you from halfway across the map. We are talking about a killer that is an M1 killer with mediocre stealth and a weak power. And this is from someone who loves Pig.

    If a pig wants to tunnel you off boxes they will. If a Pig wants to poke at you the entire match until you pop, they will. If a killer wants to play scummy, they will play scummy.

    If they dedicate two addons to make traps more dangerous, then let them be dangerous. I really think people overdramatize the effect of Tampered Timer.

  • Its fun looking back on these.

  • Sorry to say, but you've probably inadvertently played with SWFs on your way to purple ranks. Most SWFs are only two, maybe three people.

    As for the perfect survivor scenario, you also have to play at peak efficiency. Know exactly how to run tiles, predict correctly, mindgame where you are needed... Killers up against impossibly efficient survivors need to capitalize on whatever they can.

    There are players with 5,000+ hours in the game that still struggle with this as killer. So don't feel bad if you lose.

  • This seems like an underwhelming power while simultaneously being too easy to pull off.

    Its kinda like a Doctor Shock. But its cooldown is too long and 8 seconds is not long enough to make a difference for the ground it covers. You'd just use it for short range and hope it helps, and if it doesn't, you're an M1 Killer with no power for 35 seconds.

    The mass of status effects doesn't compliment one another. Oblivious is mostly good for getting the jump on survivors. Having it here doesn't do much good. Hindered is for when you're in chase and need to get a hit in.

    I would propose this instead:

    Introduce a new status effect: Disoriented. Disoriented will hide the player's HUD from them, including progress bars and button prompts, as well as deafening them to in-game sounds, such as lockers, generator progress, and killer footsteps. Terror radius is still hearable.

    Make her base movement speed 120% movement

    Give the Banshee three different abilities instead:

    • Weep: Survivors within a 32 meter radius of a Banshee Weep will become Oblivious for 30 seconds. Has a cooldown of 45 seconds.
    • Shriek: The Banshee will wail out in front of them. A 12 meter radius around the Banshee is affected, but those directly in front of the Banshee are affected more quickly. Those in the 12 meter radius of the Shriek are affected by Disoriented. Those directly in front of the Shriek are affected by Disoriented and Hindered. As survivors are affected by a Shriek, they become more and more Hindered for each use. This stacking effect reduces overtime.
    • Roar: The Banshee can roar in a cone directly in front of her measuring 16 meters. For each survivor affected, they become affected by Blindness and Disoriented, as well as granting The Banshee a temporary speed boost for 10 seconds, 5% for each affected survivor. Cooldown of 20 seconds.

    Since her movement speed stacks up quickly and she can also slow down survivors, the survivors have tools to slow her: salt.

    Survivors can pour salt in a pile. If the Banshee walks over it, she is stunned and Hindered after exiting. Salt can be found in short supply in the trial.

    --

    As for her perks:

    • Devil's Touch should not be a Hex Perk. It is too circumstantial and the reward is too dependent on catching a survivor out of position. I think it should be a regular perk.
    • Vengeance is a nice simple perk, not terribly overpowered, but not meta either. Solid perk.
    • Ominous Being I'm not too sure on. Make Your Choice does what it does but better. It doesn't reveal an aura, but getting a scream and 60 seconds of Exposed is too good to take Ominous Being in its place. This perk shouldn't cannibalize Make Your Choice.
  • A) Demo is probably the most balanced killer in DbD right now.

    B) Just because he won't be sold in the store anymore doesn't mean his perks won't be tweaked, nor does it mean his perks can't be accessed.

  • SMITE recently took on the Stranger Things licensing.

    If I had to guess, Netflix was probably asking for BHVR to fork over more money than they could afford to. Simple greed. As a result they pulled the license to sell the content.

    Demo's perks and Nancy/Steve's perks may still appear on the Shrine in case you ever wanted to run.... Cruel Limits... for some reason.

    So I'm not too worried about the rest of the killer licenses. Don't think any of them have a reason to pull.

  • Hex: Ravager

    You bind the life of survivors to one.

    Whenever the Obsession is inflicted with a status effect, it applies to all survivors for equal duration.

    Rare: Applies to all survivors for an additional fifteen seconds.

    Very Rare: Applies to all survivors an additional twenty seconds.


    Survivor:

    Convincer

    Whenever you create a loud sound notification, you dealy the notification for the killer for 3/4/5 seconds.

  • @Thunderous_670 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340056#Comment_2340056

    yeah I think it is too, at least in comparison to other options, I've played a ton of survivor and killer, and have only seen retribution used like 4 out of +2,000 games, even if retribution isn't terrible, there's just better options to choose as killer, and so retribution is pretty irrelevant like how small game and hope was for survivors.

    I'm really at a loss, Retribution is very good and I guess also underrated as a defensive Hex perk.

    45 seconds of oblivious isn't insignificant.

    Nor is 10 seconds of aura reading. Combined with a Devour Hope, that can lead to a very large snowball.

  • You think Hex: Retribution is WEAK?! What?!

    I'm going to pretend you never said that.

    As for the others, most of these don't actually address what makes the perks weak.

    Furtive Chase is weak because the effect of reducing your terror radius is useless while in chase. It makes such little difference. And you have to build it up. And it goes away once the Obsession dies. Your 'buff' doesn't address any of that.

    Making Monsterous Shrine affect all hooks won't make it stronger or used more.

    Beast of Prey is just cannibalizing Nemesis at that point.

    Terriorial Imperitive is still a bad basement perk. Its only used in annoying basement builds.

    I like Gearhead changes and the Coup changes.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339503#Comment_2339503

    Ask anyone who plays in tournaments and they’ll tell you forced penance is quite good

    Nobody plays like they do in tournaments.


    Tournaments usually end up as slug and tunnel fests.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331606#Comment_2331606

    Very few people have complained about the other 3 survivors that came from the same AAA engine. Why do you think that's the case?

    Do you know why?


    I really don't see whats wrong with the current model besides some differences in shadows.

  • Ah yes comparing a AAA engine to theirs. How dare they be visually different.

  • Decisive Strike doesn't need anymore changes.


    It does its job. Its fine how it is. And there are many other Survivor and Killer perks that need buffs rather than Decisive.

  • @Artemis5 said:

    Anybody else getting tons of tunneling and face camping/camping Nemesis players tonight (it's 10pm here now as I'm writing this...)?

    A friend and I played about 10 matches this evening, while waiting I also played one match before we started playing matches together - where I was blatantly tunneled and camped to death by a Nemesis killer. Then we start playing matches and we got Nem as a killer about 6 out of the 10 matches, with 5 of them face camping people to death (only the last one of the 6 actually played the game...).

    In one game, I spawned in viewing range of the killer, so they immediately start chasing me, looped them for a bit (2 gens were done in that time) before going down and then they solidly face camped me to death. I spectated after dying and they did it to the others as well. Was a rank 17 killer, I was rank 9 - this is after rank reset. Then they were surprised that I was less than happy being face camped to death, as it takes 0 skill, which I told them. They were sad that I wasn't happy for them beating someone that's "twice as good as them". I don't know how they can expect me to be happy for them when they only won by face camping me to death - if they allowed unhooking, it may have been a different story. They won by using 0 skill.

    Now, I'm still an average player, I only have about 500 hours in the game and the highest surv rank I got was 7 before rank reset just now. I don't mind losing matches as long as I feel like I could actually DO something in a match or if I at least had a fair chance. But this irked me. Are they really that desperate just to get kills because they aren't skilled on a new killer yet? What they don't realize is they won't get any better by playing that way, 'cause you don't really learn to play Nem during chases etc, so what's the point? Just made it very un-fun to play the game tonight on the chapter release, as it was a lot of matches in a row. Usually it's not as frequent (camping), so you at least have some good games and then some bad games, so the game is still fun to play.

    Did anyone else get a lot of blatant tunneling and face camping/camping Nem killers?

    As many other people said, its probably new players trying out the killer. Resident Evil is a huge franchise so they probably went on DbD to check it out.

  • Honestly, with how dark some of the maps are currently, like Badham and Autohaven, I'd put on a gamma filter as well. Those maps are so dark its damn near unplayable.

  • @Saltjar34 said:

    I'm not sure about Deep Wounds basekit. Personally, I think it should just be an add-on to replace many of Pig's worthless skill check add-ons. Same logic for ambush pallet breaks, just make it an add-on, maybe even an extra ability for Amanda's Letter to make it Ultra Rare worthy

    That would just cause the Pig to have Wraith Syndrome, where her Ambush's actual power is reliant on Addons and is otherwise so weak its unbearable.

    Blight gets a pallet break, Demogorgan gets a pallet break, Legion gets a pallet VAULT, Billy gets a pallet break, Bubba gets a pallet break... All these characters get pallet breaks and its good for their kit. I don't see why we can't have the same here.

    And for the Deep Wound, the Pig desperately needs something to incentivize using her Ambush Power in its base kit. Right now there is no incentive except at short loops.


    @Raptorrotas said:

    Dunno about the pallet break, she seems more of a pallet vaulter because of her size.

    I actually like this idea. Maybe vaulting the pallet extends her ambush just a bit. But that may have her play a bit too much like Legion.

  • As a pig main, this rework would not fix anything with her. In fact, this is an overall nerf.

    Making her power go on cooldown for a killer that has very little use out of Ambush as it is doesn't strike me as a good idea.

    The fact that her stealth is on-command is what differentiates her from killers like Ghostface who already have a stronger Stealth Mechanic because they aren't slowed down at all by it. You're essentially gutting what makes her powerful, overcomplicating her already mediocre powers.

    This killer has seen needless nerfs over the last several years since her release, please, no more. She's already dead.

  • 45 seconds is just fine. If you need 90 seconds to break line of sight and lose the killer, then that's on you really.

    You're really asking for a minute and thirty seconds to lose the killer with no scratch marks.

  • I have quite a few so here we go:


    [ABRASION]

    With careful, precise strikes, you can dish out the most amount of bodily damage.

    Whenever you perform a basic attack on a survivor without lunging, that survivor will be inflicted with a Deep Wound.

    Additionally, any survivor that fails a healing skill check will cause the survivor being healed to become Broken for 40/50/60 seconds.


    [CONSTERNATION]

    You've mastered the element of surprise.

    Whenever you down a survivor, gain a stack of Consternation.

    Whenever you hook a survivor, Consternation activates, granting 4/5/6 seconds of Undetectable per stack.

    Maximum of 10 stacks.


    [EXENTERATION]

    Your gorging attacks are so brutal they cause internal damages that even extensive first aid cannot repair.

    Whenever you down a survivor, that survivor will instantly lose 5/10/15% of their dying progress.

    When the Survivor is within a 10/15/20% threshold on dying, you have the option to kill the survivor.

  • @catnip18 said:

    My suggestion was to swap them kinda. Make ToTH give the aura reading but at a much larger zone (12 or 16 meters) to go with the theme of hunting. Give undying the notification when a hex is touched.

    16 meters would be as busted as old Hangmans Trick.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655041#Comment_1655041

    A. Learn what a strawman is because you clear don't know what one is.

    B. Point me to where I said I disagreed with what was said in the video.

    C. Point me to where I said I didn't watch the video.

    D. Yes. This streamer worship is childish. Omg this guy said the same thing fifty thousand people have already said but it's really important because HE said it, listen listen listen!!! Enough.

    Blatantly ignoring the impact that community based content creators have is just dumb. Otz has had conversations with the developers. His input echos many other peoples. He's even suggested creating the video into a document to send to the developers for consideration.

    Streamers and content creators have communities and can echo those concerns to developers more efficiently. Ignoring that because you're a contrarian isn't smart, its in fact the exact reason why the Devs find a community like ours frustrating and why we end up so toxic.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653786#Comment_1653786

    This.

    The buff sounded great in the developer update but removing the undetectable status when the gen regression is somehow stopped and just injuring one survivor is sad for an 80 second cooldown.

    With that version we have a lot less killers that could really take advantage of this perk.

    I agree that the cooldown is a bit too heafty, and could go with 60 seconds tops.

  • @Leachy_Jr said:

    I don't think people mean that, they mean nerfed from the state the devs originally said it was going to be.

    Original was: You gain undetectable by kicking a gen until either the gen stops regressing or you put a survivor into the dying state.

    Now it's: You gain undetectable by kicking a gen until either the gen stops regressing or you put a survivor into the dying state or until you injure a survivor.

    That's a pretty noticeable change, if the survivors aren't responsible for tapping the gen you gained undetectable for the entire chase. Plus it removed some possible strats of hitting a survivor and immediately returning to the gen undetectable.

    Well, yeah, that's not the greatest feeling. But non-stealth killers don't need perma-stealth anyway. Stealth-on-command is powerful enough on enough killers that they can hold their own on that alone.

    A non-stealth killer just needs to use it enough to get the jump on others. And that's plenty, especially for one-shot killers like Myers or Bubba or Plague.

  • @Rivyn said:

    Who thought ToT was nerfed? I must have missed something.

    I had fun with the perk when it first came out, but the bright yellow WARNING light at only 16 seconds kept me from using it after those first few days. Now, I'll try it out again on my Plague.

    There's quite a few threads bitching about ToT being "useless" in its current state and that "survivors control the perk".

    Even though you literally control where the survivors have to go to deactivate your unlimited stealth and makes a whole variety of interesting interactions.

  • @Eredin_Bréacc_Glas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653707#Comment_1653707

    OH yeah just use exhaustion addons.

    You do realize that only 3 killers even have exhaustion addons and demos exhaustion addon is garbage.

    Blood Echo makes people exhausted.

    Addons make survivors exhausted.

    ######### SURVIVORS make themselves exhausted.

    If there's a survivor perk that uses exhaustion, then it will have use. Not sure why you're trying to diminish its value.

  • @Eredin_Bréacc_Glas said:

    https://forum.deadbydaylight.com/en/discussion/195384/people-who-are-still-sleeping-on-mindbreaker-have-a-problem

    Mindbreaker is so #########, its entire effect is to prevent SB in your face but DH is significantly more common anyways so it's just #########.

    You joking?

    You put one exhaustion addon or perk with you, and you can have multiple people exhausted.

    If they start working on a gen, they won't have their exhaustion perks by the time you start a chase. Meaning they HAVE to not touch gens until the duration is gone.

    Its brilliant

  • @Dr_Loomis said:

    I like Silent Hill, but people are not obliged to be 'grateful'.

    If they're disappointed, they're disappointed.

    Even though the chapter does look good...I'm disappointed. I was hoping for Jason or Pinhead.

    The reception around Silent Hill and the fact that people don't think its a "major horror license" proves that this community is just full of 12 year olds.

  • I like how you simultaneously admit that none of these 'issues' you're referring to in regards to her slowness are actually issues while simultaneously asking BHVR to fix said issues.

  • This is the state of DS, end of discussion:

    Decisive Strike is free God-Mode. They can do any action, rescue any survivor, repair gens as long as they want, without fear of being hooked for 60 seconds. If two people are working on a generator, that's one whole gen flying where the Killer is unable to hook that survivor and is forced to slug.

    If it were an anti-tunnel perk, it would deactivate as soon as a significant action is made; unhooking, or going in a locker, or hitting a skill check on a generator. But as it stands, its free god mode. There's no strategy behind it except to slug.

    Its not fun. Its a relic of when the Devs thought putting perks in the game as bandaid fixes would solve issues like camping or tunneling.

    https://www.youtube.com/watch?v=g2UKAqmJSH4

  • Space out your stuff more and make it neater. Its a big hard to read.

  • @Boss said:

    Greats shouldn't be bigger, it probably looks like that because Good is smaller.

    But yeah, because Good is smaller & Great remains unchanged, it means more of the total Skill Check now exists of Great.

    Makes sense that, if you can always hit Skill Checks, Unnerving Presence or not, that you'll hit Greats when affected by UP.

    Even so, that is a problem. Its a perk that not only is very niche, but actually has the potential of helping survivors. Unlike Dying Light, the reward you get for buffing a survivor isn't worth it (Hell, for Dying Light it's barely worth it).

    If Unnerving -removed- Great Skill Checks, it would not have the risk of helping survivors.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239791#Comment_1239791

    You realise that reducing efficiency by any number makes it less efficient, right?

    I mean, I wouldn't expect complex thinking from you given this is how you interpret things.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239773#Comment_1239773

    Because killers moaned about how gens got done quickly at the start when all or 3 of the survivors hopped on one gen. Even though if you had discordance equipped it would actually help you at the start of a round to find where at least 2 survivors were. They altered it to slow that group progression and so survivors have now spread out as it makes more sense than having the speed reduction. You now lose the benefit of discordance and set yourself up to potentially lose 3 gens in the first chase.

    This was the doing of killers who constantly moaned about survivors getting on gens together at the start of a match. Nobody else.

    You realize the efficiency penalty for two survivors is like, a couple seconds, right? Doing a generator with two people is still far more efficient.

  • I haven't played yet, but the change affects the total time a generator can get done by survivors. But it only affects how long two survivors do a generator by like, a couple seconds.

    Two survivors still practically cut a generator's repair time in half, which is often enough for two survivors to do generators insanely quickly with one very good survivor who chases well.

    I've played the PTB tho, and I will say, its far easier to dish out pressure. You won't feel the immediate effects but with the map size changes and the little bit of gen speed affected, you'll probably have just a bit more breathing room.

    Still, we know this is finally being addressed and things are heading in the right direction. Plan out your pressure more accordingly and know who is dedicating to generators. Discordance is a good perk if you're not already using it to know when to disrupt a generator.

  • [Deleted because I read something wrong that nullifies my comment]

  • @DelsKibara said:

    This has been suggested, once again, many MANY times before.

    Both the community and the devs has repeatedly said they don't want to add Survivor passives to the game because it would force everyone to just play the most 'Optimal' Survivor rather than just your favourite survivor.

    Stuff like these will particularly have everyone playing these survivors only.

    When running toward a vault point and within 10 meters of said vault point, you run 2% faster.

    When you're healing someone in the dying state, you heal 5% faster.

    While injured, you move 1% faster.

    While you're the obsession, you recover from Status Effects 15% faster.

    Your base chance of escaping a hook is increased to 10%.

    I'm pretty sure no one would play Dwight, Claudette, Jake or Nea anymore because their passives are just objectively not as good as the other ones you listed.

    Fair enough, I didn't know it was recommended so often.

  • @alphralphralphr said:

    I feel like wiggling is really boring as it is, and I really like this idea

    I really don't understand how folks see this as a survivor buff outright? The post mentioned that wiggling in a specific direction would have less effect on your wiggle progress unless you took Boil Over (A generally out of meta perk). The OP didn't include specific numbers so the tradeoff could definitely be balanceable.

    It caught my attention when you used the word "Mini-game". It's 4:30AM here and my mind immediately jumped to a THPS Grinding style minigame where you have to hold an arrow in a semicircle back and forth, without making it hit one side completely.

    Say, for instance, the closer to the edges you get, the more progress you make, but if you go off the end you lose your wiggle progress and have to start over.

    It'd never actually work but I can dream.

    Yeah. In my proposed iteration the idea isn't to have the perk save you either, unless the killer is an absolute potato. Its just to make it a little more hazardous to play around and more useful to have perks like Boil Over or Iron Grasp. Its not meant to be a stand-alone savior unless you get good at disturbing the Killer's movement.

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