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Rezblaze

Rezblaze

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Rezblaze
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  • Bloodlust rewards the killer for spending too long in a chase.

    But it rewards them too little too late. That's why Beast of Prey is such a bad perk.

    A killer entirely centralized around Bloodlust? That still sounds so low tier, I would almost call it a nerf. It relies on factors outside the player's control. That's the opposite of what you want for a playable character.

  • @tea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139104#Comment_1139104

    I usually see around 1/4 players using some sort of store cosmetics. Almost everyone uses the base free ones or the bloody ones. Been playing since '16 and it's always been this way, even after the Store went live in 2.0.

    Yeah you don't even have to pay for full sets. I pay for the best looking bits that go together well.

  • STBFL is always a good choice for M1 killers.

    Vile Purge is useful to get your obsession injured without losing stacks, meaning you can reliably pressure the entire team.

    Though I find that she has difficulty gaining those stacks if you just one shot most people, but that isn't really a problem, since if you're one shooting most of the team and not getting many stacks, you're getting enough pressure as it is.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137056#Comment_1137056

    It's to give players an option to use their key but not run the risk of losing it. It's odd to compare a key to a mori, since one is an item while the other is an offering. Both are one time use items, but they don't really act the same in what they're for. A key gives one Survivor or many Survivors the chance to escape through The Hatch, The Hatch won't spawn unless certain conditions are met.

    These conditions will be listed below for context. A certain amount of Generators NEED to be repaired depending on how many Survivors are left in the trial.

    • 4 Survivors remaining: 5 repaired Generators / Exit Gates are powered
    • 3 Survivors remaining: 4 repaired Generators / 1 Generator left
    • 2 Survivors remaining: 3 repaired Generators / 2 Generators left
    • 1 Survivor remaining: spawns and opens The Hatch, regardless of how many Generators remain

    As for a Mori, specifically an Ebony if we're talking the strongest Mori... than you only need to hook a Survivor once to mori them... do you see why Mori's don't have add-ons now? Ebony Mori's in-general are extremely controversial, so adding add-ons to an offering would only cause more outrage about the Mori in-general. If we're talking an Ivory Mori, than why would an Ivory have add-on slots but not any other offering?

    to summarize this up

    These add-ons will probably be altered once 3.6.0 to reflect the item retention change is fully implemented. If they're not, than the Key will still be a one time use add-on with add-ons that let you run the risk of losing/keeping said add-on.

    I don't like either Mori's or Keys, but Keys having the ability to retain use after an escape? That makes it have insanely more potential than a Mori.

    Both shave off 1/6 of the Killer's/Survivor's goal. Thing is, with a Mori, you get killed off right away, and yeah its frustrating, but you can hop right into the next match.

    As a killer, you sweat your ass off the whole game to protect the last three, three survivors left, only to find out they're camping hatch and -all three of them- get to escape without a hitch. Not only that, but they can open the damn thing multiple times if more than one survivor has a key

  • @Slival said:

    The hatch will still use it up. If you have the addon which keeps the key from being used up, that will still work

    Why is that an addon?

    Killers don't have addons for Moris.

  • @Blazelski said:

    Seiko is right about the terribleness of redundant or niche perks like Buckle Up and Cruel Limits, but Fallen is even more right about how no one would like the replacement for DS. Ideally, we would simply not get new perks until the current perks are closely balanced in viability, and then new perks could be introduced that offer carefully balanced choices. Unfortunately, that won't happen because this game needs to pump out new content to make money, so there isn't sufficient time for care.

    I'm not actually for "keeping the meta steady," I'm about shaking up the meta by fixing the already existing yet terrible perks like Autodidact and No Mither and making them decent.

    If Autodidact guaranteed at least one skill check per heal it would not be so bad. It would be a super strong late game perk.

  • @bonsaibeard said:

    Lost respect for your comment and opinion when the use of “sissy” was thrown out there. Find better means of communicating your point instead of using dated, inflammatory pejoratives

    I can hardly believe one comment can contain so much snobbery.

  • @TTVfbYTigTW said:

    I don't like it. Highly encourages chasing the Obsession, getting as many vaults as you can in 30 seconds, getting 1 hit, and then leaving. In a time where gens are prone to fly without map pressure, this definitely wouldn't help that. Not even sure it'd be better

    Canceling vaulting on the fly is very strong, especially for 2 - 4 minutes at a time.

    Granted, it will depend a lot on how many vault points there are. But this way I feel like it would be strong enough to run in a build without it being as useless as it is now.

    And not every perk has to address map pressure directly. But current Cruel Limits addresses map pressure too little too late. This is more a passive ability that hinders all survivors, or discourages the obsession from using vaults. Both benefit the killer.

    Its no Ruin, but its helpful.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133113#Comment_1133113

    Combined with m&a can actually give you a 0 terror radius.

    I did the math:

    You need full stacks of Furtive. Combined with Monitor, it only subtracts it to 16 meters.

    And remember, this only occurs WHILE IN A CHASE!

  • @Godot said:

    This is the 100th thread I saw today about the devs "not listening".

    Do people even realize how difficult it is to code and design a game?

    Give it some time, let that be weeks, months or even years.

    Jesus Christ.

    "Job is hard" is not an excuse for underperformance.

    They've riddled the game with bandaid fixes since these issues have been arising. Its a distribution of resources and management of the game, not the design difficulty.

    They seem to have no issues releasing cosmetics and new chapters on schedule.

  • @Milo said:

    16 meters while being a 115 killer... With almost instantenous insta down.

    I agree. Micheal at least has to Stalk.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134956#Comment_1134956

    Yeah but you would only M1 to break the chain early in VERY specific situations where a quick "Getting out of that because someone close is running to the door" or something is taking place.

    The devs dont want you to be stuck in that chain grab and lost control.

    But in EVERY other scenario the chain just breaks leaving them injured and in deep wound, the killer can even force that to happen quickly by just putting walls and objects between them and the target.

    If they throw down a pallet...well good luck, you are now in injured and in deepwound, break the pallet and go after them.

    That's great.

    Now you're a 110% Killer.

    Now you have to hit the four second stun.

    Now you have to slow down to reload.

    Now you gotta chase them so you can position for a good shot.

    Now you gotta aim (which slows you down).

    You get the hit. Pray you can reel them in without an object in the way, hit them.

    Congrats, you got one down.

    With a Huntress, unless you're out of hatchets, that person would have been down a while ago. Even Clown has several bottles before having to reload.

  • @ZoneDymo said:

    Im sorry but this is an odd comparison, I would soon compare the Deathslinger to the Nurse then Clown.

    Clown throws a bottle lazily usually in a broad area to try to lock that down, and hopefully be able to use that to get close enough to get an M1.

    Deathslinger shoots a precise shot, hits the target and reels them in for an M1, or if the line breaks, still makes them injured and in deep wound.

    How is that in any way closer to the clown then the Huntress? Clowns ranged attack does no damage, Huntress Ranged attack does, Deathslinger's ranged attack does AND (at range when the cable snaps) applies deep wound.

    Yes, it does do damage... *if you get stunned*

    If you do an M1 to break the chain early, you won't put them into Deep Wound. The only way to do that without getting stunned is reeling them in.

    And yes, while he does require more precision, and he can do more with his power, he suffers the same issue Clown does; if you throw a pallet, especially a safe one, good luck.

  • @ZoneDymo said:

    Thats a wall of text without really saying much, really need to learn to condense that stuff man.

    And to respond, no, DC penalties have so far had a possitive impact on my gaming experience, for both killer and survivor.

    And those that do DC so much they are timed out for hours....good riddance, quality over quantity.

    That's good for you, but in my ten matches yesterday, five of those had at least one or more people DCing.

    That's not even touching on just going AFK.

  • @thefallenloser said:

    These same people who complain about perks that are already in the meta will then complain even more.

    You guys would not like the replacement perk for DS, trust me.

    Introducing redundancy will allow BHVR to address problem perks first. If every perk is a problem, then the game as a whole suffers.

    Who says powerful perks need to be problem perks?

  • @FireHazard said:

    @Rezblaze

    Slippery Meat isn't entirely based on Bear-Traps alone, that's why it's only a side-note to the actual MAIN use, which is the 3 bonus escape attempts to unhook yourself.

    The perk is also quite niche outside of Kobe builds, so it's not really something that's really... note worthy? Also, there's other perks that counter some Killer powers like Iron Will for Spirit, Calm Spirit for Doctor, Dead Hard for Huntress (Kinda), etc. It's kind of an odd addition to the perk itself, but the perk isn't really used that often to garner a big change in the first place.

    If it was removed from Slippery Meat, I doubt anyone would really notice.

    Well, its a perk from the days where there was like, three killers, and they were making perks to counter their powers.

    Now its 2020, and the Trapper has accumulated all the counters he had back then and then some. They've gotten rid of a few, but Slippery Meat is kinda a relic with outdated design.

    And I give Calm Spirit, Iron Will, and Dead Hard a pass because they have utility outside of direct counters to a power (not to mention they are easy to counter in themselves).

    Slippery Meat is kinda like, "Hey, here's this perk. Oh, and you also make this Killer's power 25% more terrible btw."

  • This game has just become so unfun. The matchmaking itself is busted, and I find myself going up against both SWF that pop three gens with one left after my second hook, and the next match I'm stomping poor Rank 20s who are scared of the Killer the whole match.

    Its unfriendly to beginners, frustrating for veterans, and all we've gotten for its fundamental issues is band aid patches. Its lasted so long because it doesn't have competitors.

    I mean, jesus, the game developed a culture around DCing bad games. Even with the recent penalties, it doesn't seem to hurt the amount of DCs, or people just AFK.

    I don't know why I keep coming back at this point. I think this game would have been in its grave a while ago, people just don't have another ship to jump to right now. The recent patches that are coming through seem to put it on the right track, but it seems like so little actually adjusts for every chapter.

  • @PacifiedByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133816#Comment_1133816

    What do you mean "regardless"? The fact that other perks need changes more than MYC doesn`t mean MYC doesn`t need any, especially those that make upgrading this perk have some sense

    I'd argue it does. MYC is in a decent spot, and while yes, you can't have it activate as frequently, you still have a MYC as long as the thing is active.

  • @PacifiedByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133804#Comment_1133804

    Maybe, anyway increasing CD with each lvl means making perk weaker in some situations, which I find to be illogical and bad decision. It could work in 2018, but it doesn`t work in 2020

    Regardless, there are other perks that would do better for a buff than MYC. Its a decent perk that can find a place in a lot of builds, provided you're good at finding the rescuer.

    I'd buff some lesser used, niche, or weaker perks. Like Iron Grasp, or Mad Grit.

  • @PacifiedByDaylight said:

    Yeah, that`s stupid that its cooldown grows.

    It should be 60 seconds at lvl 1 and decrease to 40 seconds on lvl 3.

    https://forum.deadbydaylight.com/en/discussion/comment/1133530#Comment_1133530

    Make your choice is one of core perks in builds like basement demogorgon. He doesn`t need extra time to find a survivor, he has almost 100% chance to find and down the exposed survivor. MYC lvl 1 is more useful for that build than MYC lvl 3.

    Old balanced landing provided speed burst only at lvl 3, while on lvl 1-2 it just gave stun reduction, which allowed to combine it with other exhaustion perks better

    I think the original intent was to just avoid having more than one MYC. The effect was just an unintended cooldown, which in turn acts as a timer.

  • @Boss said:

    Power creep?

    Defined as the condition in which a game is updated with increasingly more powerful or meta changing mechanics that it makes previous or original mechanics irrelevant.

  • Where is New Nightmare Freddy?

  • @Boss said:

    Oh geez, uhmm...

    No more insta-blinds was awesome.

    Also, replacing the white screen with the special effect for being blinded is much better.

    Brand New Part.

    Insta-heals.

    Borrowed Time not working on both Survivors.

    Decisive Strike no longer allowing everyone to go stab stab.

    Mettle of Man no longer being the absolute rolemodel of crutch Perks against M1 Killers.

    Can't really count Object of Obsession for not working against Undetectable, as the addition of Undetectable is moreso a buff rather than it indirectly nerfing OoO, though i'll put it here as a sort of "honorable mention".

    Self-Care.

    Sprint Burst's 1st, 2nd & 3rd nerf.

    We'll Make It. Love the Perk, but if you had someone who knew what they were doing using WMI, your game as Killer was over.

    Enduring working only on Pallets, getting hit by other stun sources is just too rare for me.

    Hex: Devour Hope, from +5% gen slowdown to +5% temporary movement speed. I so badly want the temp. speed changed to something else, but the +5% slowdown was a dead giveaway, it did need to go.

    Hex: Ruin, never used the Skill Check version.

    The stacking of Save The Best For Last + Unrelenting, broken #########.

    Did my eyes deceive me or did you put Unrelenting and STBFL as an OP combo that needed a nerf?

    Unless Unrelenting was different some time back, I don't recall it ever being good except for Killers who can't hit. Not to mention it doesn't even touch STBFL as the cooldown doesn't affect successful hits, only missed hits.

  • Decisive Strike/Mettle of Man. I put them together because they pretty much acted as the same thing when DS was nerfed first.

    DS gave all the rewards with none of the requirements. It punished the Killer for accomplishing his objective, which was absurd. Mettle of Man did essentially the same thing, which was a spit in the community's face because Ash came right after the DS nerf, which everyone was okay with.

    DS still has its problems according to some, but I think its in a good place and serves a specific purpose and punishes the killer who tunnels and is too careless. It could do that better, but for now, this is what we got.

  • @GoshJosh said:

    Similar to the old Hex: Devour Hope, some killers may find advantage in keeping this perk at tier 1 (40 second exposure and cooldown) instead of tier 3 (60 second exposure and cooldown).

    Say, for example, the killer is skilled enough to down the exposed, unhooking survivor within 40 seconds instead of 60. Tier 1 of the perk now has more benefit than Tier 3, in that they can down and hook said survivor, and have Make Your Choice cooled down 20 seconds sooner. Perhaps the solution is just to have a 60-second cooldown across all tiers. Unless someone else has another idea.

    I think its fine. I think more top tier players will like the extra time to find and pressure the survivors by getting the Make Your Choice.

    While yes, you may be able to get MORE MYC victims, you also have less time to find the victim you want. And usually if you're getting more than one down in succession that would hurt MYC, then you're still in a relatively good spot and you don't really need Make Your Choice to help you out.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133322#Comment_1133322

    I didnt compare it to either. I pointed out to you how we can make stupid arguments about how a perk is "unhealthy", and you apparently are angered by it. Which tells me you either know I'm right, or are so stubbornly attached to the idea that OoO is a scourge of this game that I feel bad for you.

    I made a perfectly fine case, and it's one you have apparently no rebuttal for.

    You claim swf is why OoO is broken.

    2 man swf, how broken is it. 50% has no idea and the 2 that do, are likely going to die for it.

    3 man swf. Same thing. One person has no idea, and that can snowball. 3 people know, and are on comms, but can still easily lose to it. Also, 3 man swf are not common AND hit squads. Mostly friends bullshitting.

    4 man swf, sure, they can use it better. How often do they happen. 4 man swf is less than 5%. And again, mostly friends bullshitting.

    The "swf hit squads" youre trying to use in this situation are so rare, and the perk use is so low, that it almost has no real affect to the games health at all.

    It is used so little already, that to use a hypothetical situation that ITSELF happens so rarely, and then to add in OoO, to debate it being unhealthy is ridiculous.

    I'm sorry you cant understand the concept of, yes. It may be broken for swf squads, but those teams dont exist enough to warrant this perk being an issue.

    I also feel really bad that you're ANGERED by a discussion about a video game, and more so by the fact that you're mad because you MISUNDERSTOOD my point and wanted to argue against it.

    Hopefully your day gets better, but I'm out. You're not using logic, and just arguing to argue because OoO is apparently the devil for you.

    <3

    You're going to squeeze in a wall of text at me, pretentious as #########, and then give yourself an out? You're not worth the energy of this post.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133298#Comment_1133298

    Its unhealthy in what, 3% of matches? Even then it's not that bad ffs.

    We could argue deliverance is unhealthy.

    Or that iron will and calm spirit are unhealthy.

    It doesnt make it true, especially given how often the perks are used.

    If 1% of people are affected by A, and 99% are affected by B, do you really expect A and B to both be handled the same way?

    If you're going to respond can you actually make a case? You ever ask yourself why so little people use it?

    Because while it functions as a good perk with a significant drawback for solo survivors, that isn't what this perk is good for, not what it is used for.

    It is used, plain and simple, for SWF groups, usually of varying size. That alone changes it from a perk with a significant drawback to a perk with constant information feedback. SWFs already have the advantage of communicating your position when one sees you, now you have someone dedicated to looping you or warning you of when you're nearing the gen they're about to pop.

    I'm genuinely angered that you actually compared this perk to Iron Will and Deliverance.

  • Literally just put on Agitation and do a trade if they sabo in your face.

  • Ruin, NoED, Object, it doesn't matter what the counterplay was.

    They were and are perks that are unhealthy for the game.

    Object is unhealthy for the game. It rewards the survivor using it with free information. It's designed specifically for survivor exploitation. The survivor gains full info on the Killer that he can relay to the team, while the Killer gets the aura of one survivor?

  • @BenZ0 said:

    OoO is not that strong and can be countered by half of the Killers. There are still some issues with the Perk that has to be adressed. You see Freddy all the time 100% with it in Dream world because he has no Terror Radius there with the new Oblivious status effect. Just make that OoO dont work with oblivious. Also something with Trapper has to be done with it cuz you cant trap anything if someone uses that perk.

    But besides that, this perk is totally fine and is not unfair or broken imo.

    It is both unfair and busted as hell.

    The killer gains nothing from knowing where a survivor is. They're either at a gen or they're wasting time. Why does the Killer care if they're not at a gen?

    The survivor? They gain so much from the perk that other perks only grant for a few seconds. Knowledge on the fly. And if you're sensible, you're the bait. You have Decisive, Unbreakable, Object, and some other second chance perk.

    The survivor can also constantly relay that information to friends if they're in a group. They're already strong enough.

    Don't even go there.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132930#Comment_1132930

    Live: it reveals the aura when the surv starts looking in the direction.

    Your change hovewer changes that to requiring both of killer and survivor to look at each other.

    And unless you meant that as idea 1 and the other things as idea 2 it would be too weak with everything that you presented.

    I meant to restate what it does but misunderstood how it functions my bad.

  • @TheNerdyRockstar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132673#Comment_1132673

    hes viable as a killer but hes almost impossible to do badly with, you have to be SO bad at the game to lose people with his new shock ability, he doesnt have to take time to switch between treatment and punishment, and ya now you can revert back to tier 1 but it takes like 3 seconds to get someone to tier three so whats the point

    "I got 4ks" really does that tell us anything given this game's matchmaking?

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132932#Comment_1132932

    Stronger = Challenging.

    I could say the same thing about the Doctor as some people really think he's too strong. In my opinion he's annoying and too many people play him nowadays. Pretty much I win every game as a Doctor, too. (Rank 11 on Killer, by the way.)

    The Doctor can stall and work on chases.

    He can't apply gen pressure except passively. He doesn't have an instadown like other M1 Killers. His addons does little except give more passives.

    He may b above average with his rework but he's far from the strongest. Just more accessible. Which us good.

    Freddy is fine. If it ain't broken, don't fix it.

  • @Godot said:

    I like these ideas.

    Sounds like new mechanics and it would make the games more difficult or interesting. I have some ideas myself for this actually.

    THE NIGHTMARE

    Whenever Freddy teleports to the generator, it automatically starts to regress. Additionally when going up to a generator, Freddy can turn it into a bloody one, causing it to regress again and the Survivors scream once if they start to repair it in the Dream World, or whatever that blood puddle ability of Freddy is.

    THE LEGION

    The Legion could already kick the generator by default, but to spice things up, while in Feral Frenzy and attacking a generator (or otherwise sticking the knife into it), it will break it and it will start to regress slightly faster than usual. This is like an instant break, but the Feral Frenzy will reset since it will also count as a missed hit.

    Freddy is already strong enough. I think his direct teleport to gens already acts as amazing gen pressure. Don't think he needs another gen pressure ability.

  • @SkeletalElite said:

    Object isn't free info, it costs a perk slot and also reveals your location to the killer.

    Imagine thinking revealing your location to the Killer is a downside.

    The Killer already knows where you are; on a gen. If you're not on a Gen then you aren't a threat.

  • Maybe I'm misunderstanding what the perk does. It reveals the aura when you both look at each other or when one of you looks at one another.

  • @Milo said:

    ... so it would be a 60 seconds but more range Spine Chill that can get used by accidents.

    The exhaust mechanic would be fine if you also didnt add the "looking at each other" requirement.

    Are you suggesting that it's not strong as it stands?

  • Clown can pour a second chemical on generators, using 1 Afterpiece Tonic. This is a chemical that reacts violently to minor slip ups or work on the generator.

    If the Survivors make a good skill while the chemical is poured on the generator, the generator will burst into flames, granting the Clown a notification and preventing the survivors from interacting with it for five seconds.

    If the Survivors make a great skill check while the chemical is active on the generator, the generator will remain untouched but will keep the status until a good or missed skill check is made.

    If the Survivors miss a skill check, the generator will burst into flames, preventing them from interacting with it for ten seconds with flames spewing out of it, and increasing its regression by an additional 5% alongside the standard miss check penalty.

    This grants the Clown some much-needed gen pressure that he simply doesn't have.

  • I don't think the global notifications on portals makes his entire ability redundant. What's the point of the Undetectable effect then?

    It's not like Freddy where he can teleport right on top of survivors.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123828#Comment_1123828

    They would have used the pallet anyway if they were running you to a desolate part of the map. Remember that the distance you make toward the end of the map that has generators completed, that's less pressure you have on gens that are not already done.

    Sorry for the late response, the forums don't give me an easy way to check my threads.

    Anyways, on topic, let's say everything you said is true, survivors looped you and Cruel Limits wasn't effective.

    Now, there are 2-1 generators left and you destroyed a decent amount of the pallets. This means during the late game, survivors are going to be playing without vaults and broken walls because there's simiply not enough pallets.

    As you can see, Cruel Limits gets stronger as the game progresses because survivors are using their resources ever so slightly until they drain all their resources in a specific area. Think about the 3-gen strategy, good killers will force survivors to use all pallets in the area — this makes attempting a generator very dangerous. Couple that with my alternate version of Cruel Limits, survivors literally have NOTHING to defend themselves, NOTHING. All they can do is run away from you and hope they aren't poorly positioned.

    Sure, you will have to do this before the 4th generator is completed, but the reward is tremendous. Now imagine if you was playing Billy, Bubba, Huntress, Nurse, Spirit, and Plague. Survivors checkmate, they are in an unwinnable situation and this excludes any other perks the killer may be using.

    Give this idea a chance, you never know until you see it play out. 😁

    Cruel Limits

    When a generator is completed, after 5 seconds, all vault locations and breakable walls are blocked by the Entity.

    If a survivor drops a pallet, all blocked locations within 48/40/32 meters to that pallet are freed from the Entity.

    Only the killer can bypass the blocked locations, and the auras of all blocked objects are revealed to the killer.

    IDK man, to me, it still sounds too situation and too niche to be useful enough for a perk slot. The Killer has enough to worry about in one match, its gotta justify the perk slot.

    Personally? I would prefer making it an obsession perk.

    CRUEL LIMITS

    • Match selects an obsession
    • Whenever you enter a chase with the Obsession, Cruel Limits activates
    • Whenever the Obsession vaults over a window while in a chase with you, that window will be blocked for all survivors for 120/140/160 seconds.
    • This effect is terminated when you down the Obsession.

    I think this would make it a very strong Obsession perk and make it useful for hindering the whole survivor team through the actions of the Obsession by chasing them down through the map.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128104#Comment_1128104

    https://forum.deadbydaylight.com/en/discussion/comment/1128136#Comment_1128136

    Maybe I overbuffed Amanda's Secret a bit, I will just remove "The RBTs will start activated" and that should be fine, maybe?

    I don't think she necessarily needs a buff. Some addon changes yes, because her ambush ability is underutilized. But if they didn't gimp her late game she would have more strategy to her Reverse Bear Traps.

  • If there is one way I would fix Object of Obsession and keep it how it is currently, I would make it so the aura reading is exhausted after a certain amount of time. Say like, you have 30 seconds of reading the Killer's aura before the perk runs out and goes blank the rest of the match. Meaning it isn't just something you can use constantly.

    OoO is broken because the aura reading and feedback is constant; and while they have view of the only major danger of the game, the Killer only gets 1/4 of the dangers he has to eliminate.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123912#Comment_1123912

    No, its not. Someone proclaimed "if I need a perk to counter something, its not a counter". Which is a bs argument, it implies that those perks should be basic mechanics. I mean, really. I could argue that if I need to run decisive strike or boil over to actually be able to counter being picked up doesnt count as a counter. Would you really be fine if desicive strike was implemented as a regular mechanic rather than being a perk?

    Point being, there are counters to OoO, quite a few even. If you think there is gonna be an OoO and you refuse to counter it because you feel like it shouldnt require an add-on or perk to counter, then you deserve all the free aura readings someone gets from you.

    I don't FEEL like it shouldn't have an addon or Perk requirement to counter.

    It just SHOULDN'T.

    Perks are meant, as stated by @Peanits, to exhibit a particular playstyle.

    If running a perk to counter another broken mechanic is our idea of counters, then it runs directly contrary to what was stated the intention of perks are. If a killer or survivor for that matter had to account for every mechanic and issue they MIGHT come across, then perks are no longer there to express a particular playstyle. Instead they're there to act as a pretend fix.

    OoO is not a basic mechanic of the game. It isn't standard aura reading that I can play around or that I can bite the bullet of in favor of, say, anti-healing, or actually making a build based on what I want to play around. OoO has constant aura reading feedback no downside or requirements. The implied downside is that the Killer can see you, but there isn't a team of killers who gets relayed that information.

    Fixing the OoO breaking stealth killers was only part of the problem. Pretending like it actually fixed anything is hilarious to me; the only way its fixed is if its removed from the game or completely reworked.

  • @TheRockstarKnight said:

    Perk counters are not legitimate, but it's an issue more applicable to solo Survivor than Killer.

    - Gen Speed and Items/Addons involving that.

    - Healing and Perks/Items/Addons involving that.

    - Flashlights and Items/Addons involving that.

    - Aura Reading on objectives and Perks/Items/Addons involving that.

    - Aura Reading on yourself and Perks involving that.

    - Endgame Exit Gates

    - Hatch play (which has no counters besides getting there first) and Perks/Items/Addons involving that.

    - Chests

    - Pallets and Vault Points and Perks/Items/Addons involving that.

    - Chase durations and Perks that involve that.

    - Hex Totem protection (If applicable) and Perks involving that.

    Replace Hex Totem protection with Hex Totem destruction and these are all Survivor problems that all have associated perks.

    There are no perks for chests or Hatch as Killer and anyone can see their Objective auras as base kit whenever they pick someone up.

    Killers need to keep track of a LOT of information, but perks aren't necessary for that. It's just stuff you need to keep track of.

    I'm not saying Killer is easy, just that the things that are troubling for Killer aren't solved by Killer perks. Perks assist, sometimes quite a lot, but they're never necessary.

    Survivor on the other hand has plenty of troubles that are 'solvable' through perks.

    Tunnelling requires DS or BT to counter; slugging needs Unbreakable, Flip Flop, or No Mither; healing alone isn't possible without Inner Strength, Self-Care, or a medkit; finding pallets that haven't been wasted by teammates is Alert or Windows of Opportunity; searching for totems that aren't in an open field is Detective's Hunch or Small Game; finding 3 gens is Deja Vu; finding Hatch is Left Behind; finding Gates is Wake Up!; avoiding stealthy Killers is Spine Chill or Premonition; etc.

    In a SWF this is a non issue because you have 3 reliable teammates who can make plenty of these perks redundant. But as a Solo Survivor if you don't have the applicable perk you're just out of luck.

    The root of these problems all stemmed from SWFs. I played all this when it was first introduced.

    But it's a part of the game now. We have to accept that. As such, we have to balance around it. We can't pretend it doesn't exist. We've been doing that for four years.

    Sure, solo surv is hard. But they still got the option to find some friends to play with. I can't alleviate that pressure as Killer.

  • @FriendlyGuy said:

    Every killer with the "Undetectable" status is immune against OoO now and even got a huge advantage, because he can still see the OoO in stealth. I like the actual state of OoO.

    Sorry, we seem to forget that there are only Stealth killers in this game, my apologies.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/808719#Comment_808719

    Counters that require perks or addons are not legitimate counters? Really? So 50% of the perks that exist are not counters in your opinion?

    So sloppy butcher is not a legitimate counter to healing? This Is Not Happening is not a legitimate counter to Unnerving Presence? Face it, some things need a perk or addon slot to counter.

    Stating the current State of "counters" in this game is a non-argument.

  • @AhoyWolf said:

    If this was implemented you wouldn't see any people in red ranks, people would just derank to have faster queue times and to have easier games.

    Also I don't think you should be punished for playing this game a lot.

    So you see scaling difficulty as a punishment?

  • @Rey_512 said:

    The perk has been out for like 3 years, right? Why are you worried about it being on the shrine when anyone worth their salt and enough hours already has the perk?

    Yeah but we haven't had DC penalties for those there years.

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