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Rulebreaker

Rulebreaker

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Rulebreaker
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  • But but but we neeeeeeeeed our entertainment why deny us

  • ... we're having flashbacks here...

  • We thank you for the public service announcement.

    We're going into hibernation now.

  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761692#Comment_3761692

    I am also pretty sure that open chests with an item trigger Weave Attunement. I don't know if it's still the case in the latest update.

    Maybe it only triggers if you swap the chest item for the item you are holding or maybe doing that causes Weave Attunement to not trigger anymore?

    We're being gaslit!

    😱

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761515#Comment_3761515

    • Survivors opening boxes and leaving items inside (despite the fact this perk has a bloody icon saying your revealed)


    it doesn't work on itmes that are inside an open chest

    Last time we saw weave there was an icon next to an open chest with an item, recent change or bug? (We've been bingeing on other things lately and have not been keeping up with everything)

  • @Legendary_deedee said:

    This needs a nerf it’s way too easy to use and it’s oppressive on certain killers and it also has no counterplay. Even if you pick up the item the aura is still revealed if they’re using Lethal Pursuer. Since, y’all changed Superior Anatomy to not work with lethal pursuer why is weave of attunment working when it has almost the same function just activated differently. That needs to be changed and I think the perk needs a complete rework because I shouldn’t be able to drop a item at will and get revealed by the perk nor should I get oblivious when I pick my item up. So it’s either the oblivious status effect has to go and lethal purser shouldn’t extend the aura or this perk needs a complete rework.

    We feel the odd need to point how weave attunement is fine despite the fact we know the effective response we'll get…

    it’s way too easy to use and it’s oppressive on certain killers and it also has no counterplay

    It requires one of the following:

    • the survivors deplete their items (if they even brought any)
    • kill the survivors with items in a useful area
    • Hit the survivors with franklins (requiring a basic attack and takes up half the perk slots [2/4])
    • Survivors opening boxes and leaving items inside (despite the fact this perk has a bloody icon saying your revealed)

    All the above also has the condition of survivors not picking their item back up and/or moving it into a corner (which again has a bloody icon saying your revealed). We feel its only oppressive on killers who have mobility like Billy and Blight…who are also already oppressive to many a survivor so it makes little difference other than the fact that people may get some gens done due to not having them blown up every 30 seconds or so.

    @Legendary_deedee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759597#Comment_3759597

    that’s not counterplay. If you pick up the item you get oblivious status effect.

    @Legendary_deedee said:

    If you drop in the corner of the map the killer know your whereabouts. Please be more realistic you can’t even give a valid counterplay rn. That’s not counterplay. You just explained how to waste survivor’s valuable time.

    The killer will know your whereabouts for a few seconds unless you pick up your item. Unless the killer can act on it (the above mentioned mobility or you drop your item 10 meters or so from the killer) then you have ample opportunity to get the hell away (via stealth or booking it). As for the oblivious part, being aware of your surroundings is a skill survivors need to…survive. So yes, once you know they got weave attunement, get your item and tactfully drop it somewhere useless then tactfully leave the area. Tada, no more big scary combo. Its not the most exciting, but its rather easy. Even finding items dropped by teammates is somewhat easy (though showing aura of said item would be nice), its just something that needs done unless you wana give the killer an advantage.

     I shouldn’t be able to drop a item at will and get revealed by the perk nor should I get oblivious when I pick my item up

    …Got any other reason than because you said so? Its kinda what the perk does.

    All that aside, we do kinda agree with this one:

    Since, y’all changed Superior Anatomy to not work with lethal pursuer why is weave of attunment working when it has almost the same function just activated differently.

    We don't get it either

  • @Jacknalls_Paw said:

    This is what is written in the patch notes :

    • Updated new maze tile safety from the feedback collected during the PTB.

    However, I do not see any sensible change, in fact they look even worse than before.

    That statement doesn't mean they increased the safety of the tile

  • Survivor: Kate ties with Nick and sable

    Killer: L.E.G.I.O.N

  • So we got a question: we're each of these survivors going all out as well?

  • @BaschFonRonsenburg said:

    Didn’t expect anyone to miss the point entirely this isn’t a balance discussion nor do I care cus I only play killer I just noticed that on games where survivors bring distortion the game is over pretty quickly in comparison because their teammates die sooner cus they are found. I’m not saying there is anything wrong with the playstyle nor am I saying it’s a problem.

    People get so upset over discussing stuff why are you guys even on the forums lmao

    @Mooks said:

    what are you talking about?

    That’s what everybody is saying about Distortion


    though everyone is forgetting the tiny little thing that too much reliance on aura reading is also taking away a major part of the game - hide&seek.

    Also, the game is not meant to be played as a pure team game for the survivor side as well. There are plenty of perks encouraging solo playstyles

    here's your point

  • It breaks our hearts to say yes, he OP. You know what he can do. No amount of awe inspiring cuteness can cut it.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759424#Comment_3759424

    Honestly I agree with the OP, the witch is busted. Once she's on the broom stick she's impossible to dodge.

    Just the broom? Not that frickin magic she spams around with no cd?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759048#Comment_3759048

    it is that simple. if this perk doesn't grant you an estimated 22 second recovered from searching chest between walking time and chest searching, it is not really worth selecting. This perk certainly doesn't do that.

    If the chest grants you a sabo box and you manage to sabo well enough to get someone to wiggle out who then proceeds to stall the killer for another good minute or two and not have something like pain res proc as a bonus… Doesn't seem so cut and dry to us as that's 1 example. There may not be consistency, but there's pros and cons.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419988/specialists-buff-still-isnt-enough

    I think it should never be better than the time investment itself, because charge limit itself gets into a scary zone to mess with.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758601#Comment_3758601

    To be fair, the limit is the total chestsx2. Rummaging can't be done multiple times, (even by different people), so the perk is already heavily limited in potential.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758863#Comment_3758863

    This doesn't really matter though, it takes ~60s to get 6 charges assuming you TP to every chest, and that only gives a charge reduction of 24. It might be usable at 5/token or 30 at max, and viable at any amount above that. 9 I think does reach the danger zone, but given the time investment (and a Killer who runs at least one Intel perk), it would be fine even at 8 (since travel time exists).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758991#Comment_3758991

    I would agree it is stronger, but only a factor of 10-25% at most.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759024#Comment_3759024

    I encourage you to spend 10 matches playing Survivor running the loot goblin build, and write down/record the results. Often times you end up having to backtrack to get a flashy/toolbox instead of holding onto a medkit, in which case it wastes too much of your time. On paper it may sound great to good, but in practice the perk only makes the build shift from 'a trolling loss' to a 'drop shack pallet at the start' grief.

    Really? Didn't know rummaging couldn't be done by different people. In our defense, don't think we ever saw anyone try either. Well, even then its still not bad, but its gonna be a headache when everyone brings it. Everyone racing to boxes X}

    The info does make OPs "solution" 2 more reasonable though.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758871#Comment_3758871

    you have compare the amount of time that survivor spends

    1. walking to each chest
    2. opening chest

    If say survivor spends 12 second to go to a chest and 10 second to open a chest. it is -22 seconds on doing gens for chests. his number do align if the perk was meant to be + in time.

    If you need open 2 chests, it is -44 seconds of not doing gens. I don't think the perk should fully negate time wasted for chest open but a buff from like 4→8 would be -24 charges. their buff doesn't fix low reward of the perk.

    As Ohyakno said, its not so simple. Depending on what your build is going after chests is well worth the effort from green toolboxes to keys. You may have to be flexible depending on what you get but working on boxes has saved but us and teammates in the past. This perk Specialist in particular is permanent progress, which as the name implies cant be regressed by the likes of pain res or pop. After all if those 22 seconds on a gen get burned off then that time doesn't seem all that well spent. Its a trade off, spend time doing boxes, get permanent time off a gen which on maps like RPD or Swamps is a very nice blessing.

  • @Levitika said:

    These numbers are absurd. It's also not PERCENTAGE. It's CHARGES. 24 charges on a generator (90 charges) is 26.66% of a generator. So you're suggesting a Survivor should be able to shave off 68.89% of a generator by themselves, which is insanity.

    Your right, We did miss read that. Ohhhh dear.

  • 2 or more of the below:

    • 7+ hook states
    • Got the rift or achievement done
    • Killed the most annoying or most skilled
    • Had fun
  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758601#Comment_3758601

    It's not THAT bad, but it's still bad.

    The time it takes to find a chest, open or rummage it, take the item, and going back to a gen, is so big that you'd waste way less time by just running Hyperfocus by itself.

    If survivors just search chests the entire game, and the killer tunnels someone, they will be at 5 gens 3v1 extremely quickly.

    If each survivor uses all of those perks, then they won't have any DS, OTR, DH, New Babysitter, Resilience, and many other perks.

    Even I that I've been complaining about the absurd default gen speed if the killer uses no slowdown perk, have to say that the values are way way too little.

    Even Weaving Spiders is still bad in comparison to what a 4 stars balanced perk should be.

    Again, Plunders instinct shows where chests are and gives good items, some maybe toolboxes. Its reliable and it's progress that can't be removed so is more valuable (to us atleast).

    Thats depending on who the killer tunnels anyway. If they tunnel the weakest looper, it doesn't matter either way.

    That's why we called it a build...your running things that synergize with each other instead of random mish mash. If you don't want to run the build then by all means don't. If you pick the perk you have less room for those perks anyway.

    We feel the values are relatively fine since each survivor can run it. Remember there's 4 of them.

    ... we're unsure how weaving spiders popped up here buuuuut it's currently....tentatively fine (we'd rather it be 90 seconds default but that's an us thing)

    Edit: when we said weave we ment Weave Attunement aka Vecna s perk.

    @fussy said:

    Thanks lord some of you guys are not devs.

    Amen

  • We're curious as to why people think removing the penalty is a good idea.

    Because we now have bots that replace when you get or you manually DC.

    Bots do not replace a human. They're only better than a bad teammate, not decent, bad. A reason why we don't have bot killers is because people want to play with other people (why they're not in customs yet is a mystery though)

    It is actually causing a problem.

    No, infact not having it causes problems for people who want to actually play the game. We've been in the era of no penalties and when people say it was bad, we assure you they're not exaggerating. One real game for every 5 at best bad.

    Imagine you have had many accidents with the internet.

    Then we question why you keep trying when there's a very clear sign something is wrong with your connection and you should fix it before trying again.

    It's okay to DC if you can't handle a killer, or you get too many of the same killer in a day. Or just tired of tunneling. It's okay to DC. Even for the killer side.

    No. Why would it be? You signed up to play a trial out, not to shop for whatever trial you want.

    I think the longest MAX DC penalty should be 30 minutes

    We believe it should be a day and only get lower by playing out trials to the end. At 30 minutes, that's an indicator something is wrong, whether your Internet or you. That's the first sign to maybe take a break and see what's up.

    I don't see the point in that function anymore.

    Well people here are HAPPY to show the points

    What do you think about removing or reducing the DC penalty?

    We think it's a horrible idea.

  • Honestly if you run a plunder build it doesn't seem to be that bad. You get good items and can lock progress on a gen relatively easy, no map required. Only thing it gets hurt by is Weave (if this brings in the crazies we apologize).

    As to the "solutions":

    1. That would be around 56% per survivor running the perk. No. Absolutely no. Hell no. We can't say no enough.
    2. Again, on each survivor.
    3. ... this one is admittedly reasonable. Only thing we can think of is how big the bonus is as people can throw shiny coins for more boxes.
    4. This would make it a straight upgrade to Appraisal then. We're not exactly opposed, but change appraisal first if we're adding this plz.

    There are a handful of perks to show chests, the best of which in our opinion is Plunders instinct, which heavily lowers the risk of bad items and time to look for boxes. Yes you need to build into it, but you generally need to build into a lot of things to make them shine.

  • That would be hilarious, we love it~

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758042#Comment_3758042

    To be fair, I only mori'd 1 guy. By "try" I meant effort. Like, I basically stood there and they ran into my knife.

    Probably should have went scratch mirror instead of death stone. That one is more agreed upon to be fun.

  • One killer focuses on running survivors off gens, one kills said survivors.

    Huntress playing sniper while Wraith or Nurse cleans up.

    Billy or Huntress chasing survivors down into Trapper territory.

    Couple survivors play medic while the rest swarm gens

    Every survivor running flashbang and head on.....

    ...We're going to stop now...

  • 2 of them aint rotting though and 1 requires a costume to rot while plague is only half rotten. Modern beauty standards shoot down too many to often!

  • We like to think of it as a masquerade party. That said, its not generally speaking not caring, its a lack of reason too care at least from us (we won't speak for the general populous here). We don't know anyone here in any meaningful way other than the "mask" they wear so why should we care other than out of the goodness of our hearts? Each of us is a stranger to each other and can easily disappear. Now while we have some empathy for strangers, we don't really care much about a stranger yelling at the top of their lungs "THIS IS UNFAIR BECAUSE OF BLAH BLAH BLAH, THIS NEEDS CHANGED BECAUSE I LOST, I DON'T LIKE THIS" etc. Which is what we often see. We're not trying to not to care, but its like, why should we, when have no connection to them?

    People can post and not genuinely care. The reason we often post varies from its interesting, to boredom, to throwing actual counter points.

  • @WitchWalpurga said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756555#Comment_3756555

    That is not intended RNG. RNG can work for or against you for example maps. Bad spawn for Killer = good for surviviors but survivors can adept by greeding pallets or whatever if from their perspective the RNG is bad. These skill checks however only benefit the killer side and are impossible to play around. Let's implement a random stun mechanic. With a chance of 1/16 for every use of the M2 power, the killer gets stunned for 1.5 seconds. I guess you would like that because it's totally fun RNG.

    Intended or not, it's still RNG. You don't play around RNG, you make the best of it. To put it in terms of maps (especially since we don't know what you mean by "Bad spawn"), a Billy randomly getting Lerys. Billy got a bad map for, what's he to do but play it to the best of his ability.

    We'd like to know how the singular killer having a stun when using their power every so often equates to the 4 survivors having a chance of a skill check when leaving (which as far as we're aware, is actually random and not set to something like 1/16 times you touch a gen). In your original post, you also took a risk by trying to rely on adrenaline didn't you (it sounds like it but we're not completely sure)? You and your team chose to keep going on and off the gen, and injured at that, instead of playing it safe. You took a risk and RNG decided it wanted a laugh.

    We get that they can be frustrating, but since it's actually RNG we find it fair play.

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756474#Comment_3756474

    We probably should have some community standards but since the only people who would be able to enforce that is themselves...that's not even touching the fact everyone has possibly radically different standards.

    It used to exist on a much more widespread level, where, in general, people agreed on definitions of things like tunneling and gen-rushing, and certain playstyle were possible, but agreed upon as pretty gross or toxic by the larger community. It changed dramatically right around when crossplay was implemented, and it became a much more self-centered game of "efficiency over fun". It's definitely continued down that path, much to the chagrin of many who played before it all went batty.

    I'm definitely of the opinion that gaming communities are real communities and should have similar standards in and out of game. We're all people, not just screen names. Unfortunately, the larger a community gets, and the younger the members are in online/gaming communities (hot take maybe) the less likely it is to be kind or compassionate, usually. Those who grew up in the anonymity of the internet seem to be much less likely to care about the people on the other side of their screen.

    This has just been my experience, and it's just my opinion, though. Hopefully others have had better overall experiences with forums and communities like this.

    We weren't strictly speaking definitions. Things such as respecting the 4% swing, lightening up, generally just playing the game like a game instead of like there's actual lives on the line (not talking about choosing to play nice either, talking about how people are taking a video game with no stakes in it seriously enough to curse out, make threats, etc to others).

    We really don't remember if there were agreed upon definitions other than in the loosest terms. For example for hooking someone, chasing and hooking another, hooking them, going back to the hook, the unhook happened, and we chase the unhooked because the healthy one ran to pallet central without the rescuee, guess who was called a tunneler.~ Think we call that tunnel? Some might of. Honestly, whatever you saw when cross play hit, we havent seen. Like ever. Its pretty much been a slow grind to here in our eyes as the community and game keeps growing and changing. Its kinda natural as (we believe) its ingrained human nature to try and make things efficient so we can't really blame anything, but still little sad the more we think on it (so we wont and eat cookies till we're happy again).

    Gaming communities are real communities but as HaunterofShadows above said:

    "The difference between real communities and gaming communities, is that one consists of people who know or support each other on a basic level, while the other is just a massive crowd of strangers with no reason to care about each other."

    This is a fact. We're all anonymous masks and don't have much of a true reason to care about one another. A majority care about the game (atleast in some form or another) but as we've seen with the average "im leaving DBD" post, we as a generalized community (there are exceptions of course as there are wholesome people out here) are apathetic to each other unless we build some kinda connection with each other. The average connection we've (Rulebreakers) witnessed in game?…Take a guess (again, exceptions exist). First prize is a cookie. In fairness to the younger (…feeling fking old saying that…) members, we feel like they're just as likely to be apathetic, not more. Its more on how they grew up (atleast we hope most players aren't actual children, it would explain too much).

  • …we're genuinely curious, are your nerf X killer posts bait or serious?

  • We're getting depressed that people want to remove all the RNG from the game...

  • The saw bros

    Or any killer we've seen 5+ times in the same night

  • The 3 of us only actively avoid playing Nurse unless we need to. I get dizzy from the warp effect, one hates repeatedly looking down most the match, and the last combines both.

  • Community for us is the playerbase as a whole. Survivors and killers, streamers and potatoes, are all part of this community. How the community should relate to each other is to try keep the game fun and alive for the general players. That's the purpose, goal, mission, whatever you want to call it.

    We probably should have some community standards but since the only people who would be able to enforce that is themselves...that's not even touching the fact everyone has possibly radically different standards.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755583#Comment_3755583

    That's not how mmr works.

    MMR sees the game not as a 1v4 but as 4 1v1s. An escape through a gate is a win as survivor, and a killer is a win as a killer, and escaping through the hatch or bleeding out is a draw.

    So in a game of 4 survivors:

    • Survivor 1 escapes
    • Survivor 2 dies
    • Survivor 3 dies
    • Survivor 4 escapes through the hatch

    • Survivor 1 gains mmr, and the killer loses an equal amount of mmr
    • Survivor 2 loses mmr and the killer gains an equal amount of mmr
    • Survivor 3 loses mmr and the killer gains an equal amount of mmr
    • Survivor 4 does not gain or lose mmr, nor does the killer

    Thus this game would be seen as the killer winning twice, losing once, and drawing once.

    Actually bleeding out is a loss for survivor and win for killer on the MMR thing. Less this is lying.

    https://deadbydaylight.fandom.com/wiki/Skill-Based_Matchmaking_Rating

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755884#Comment_3755884

    I never thought about the “edge” coming from the sheer degrees of freedom but I think you’re right. To me it’s a fascinating social experiment. But I do feel for the people that legitimately get frustrated.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755885#Comment_3755885

    What a beautiful comment. I agree with everything you’ve written 100%.

    It really does take effort to remember that the other players are other humans sitting in some chair, a couch, the edge of a bed, having a shared experience with you from their own perspective. It’s hard not to want to give everyone the best time on the server when this awareness is made real.

    The ways in which this game feels personal are very intense. I mean, even a Killer and Survivor will come to intuitively “know” each other just by who is or isn’t dominating the mind games. Thank you for your wonderful comment 💐

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755887#Comment_3755887

    I completely respect that. It’s difficult to reconcile how early elimination raises the stakes while also keeping the game feeling fun and fair to all involved. It’s even harder to reconcile when toxic behaviors emerge as a result of this system.

    Sadly that not something that can be easily changed as that requires limiting what the players can or can not do (and we're going to assume everyone knows that everyone will kick a fuss if the devs try). Could add more tools but then that adds more video game cruelty potential too.

  • We maybe missing the point so if so ignore us.

    To answer the question, it kinda does. People who experience "cruelty" either try and get better to not experience that again (or bad case scenario inflict it on others) or leave and say F it. Outta a sense of ego, fear, whatever, but it does motivate people to do one or the other.

    We feel it doesn't have an "edge" by default but can because this game is very open in what players can do (for its type). The evils of free will as this free reign allows this "cruelty" in the first place along with the other good and bad that comes with.

  • Well, we'd like clarification on things. Is it killers against the entity, survivors, both? cause we have a hard time seeing both teams working together willingly. Would love 2 stories running concurrently personally with team Vecna and team survivors.

    For a starting point, Vecna broke his seal and is gunning for the entity, he recruited other killers who are tired of the entity (thinking Trapper, Wraith, Spirit, and similar). Each joining for their own reason. The survivors meanwhile see an opening to either escape forever, or atleast cripple their tormentors so either join Vecna or are off on their own depending on what you want the story to be like.

  • We're in a similar boat to the general above. We'd like the old Freddy back. He was the most unique at the time and would be again.

  • If we're not counting costumes, Dredge or Hux probably wins it.

    Lowest is probably Unknown with Merchant right behind.

  • It would probably need abit more downside than that as his shots are full charged huntress hatchets that can hit through tiny spaces. We're assuming it still has range limit?

  • We'd rather not have our only red button pressed repeatedly thx > >

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753829#Comment_3753829

    There is no such things as "too much information", knowing where and when is good enough even if you can't immediately reach it

    Actually there is. If theres faulty or useless info, you have to sort through that with whatever other info you got going on. Even as Artist we don't particularly care about someone who disturbed a crow in the middle of nowhere, especially since we don't know why. All we know is "ok theres one atm". Atm isn't very helpful across the map middle of nowhere.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753577#Comment_3753577

    It sounds like you don't need this option then. Must be nice!

    In that case, if/when they add this option, you can leave it as Disabled if you don't need it. 😁
    I am not forcing you or anyone to use this option. Please don't force me to continue playing without this option simply because it does not happen to you. 😔

    But why should there be an option catering to at best a small handful of people?

    Keep in mind, we don't really care about the idea in question, it's Abit self centered, but ultimately harmless.

  • Define competitive

  • We're not a main but since that's never stopped us before...

    What we like can be summed up as excitement. Killer tunnel and camp at the start is dull. Killer tunneling at the end while everyone is scrambling to try and save? Exciting. A basic [BEEP] build and not doing anything surprising is dull but that same build making ambushes and startling the heck out of us is nice. A stomp is usually dull but can be exciting depending on how it ends up such as last second hatch.

    Kinda hard to explain but a not predictable and exciting match is fun for us, win or lose.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750663#Comment_3750663

    It's more that I got tired of people complaining that the first few gens go so fast, so I created a perk that takes advantage of that fact. Rather than give killers tools to prevent the first few gens, I came up with something that makes the subsequent gens much slower as a direct result. There was even some level of hope that I could get people to start thinking about the ways in which those later gens are already harder to get done even without a perk like this, but maybe my hopes were too high

    Well, the main reason was that I wanted to come up with a hex perk that activated whenever a gen got done, but that was the reason for the specific points of my design.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750706#Comment_3750706

    I mean Remember Me adds 24 seconds to gate time and nobody uses that perk, this would only add 10 or 20 seconds depending on numbers

    The thing is penti also has a slow gate effect. We can see various situations of end game fkery.

  • @ratcoffee said:

    I'm willing to concede that the built-in totem protection with decreased cleansing/healing speed is maybe a bit much, but you're missing out on the decreased gate opening speed

    We missed the gate thing, plz no. We see the next pain in the arse build and tactic...

  • We'd remove cleansing and blessing penalty but are otherwise ok with it. That said, it's likely going to create a similar situation to the Ruin/undying/tinkerer thing. Survivors finish gen, killer guards totem or the survivors break totem, Killer lights penti (cause let's face it, most would run it with penti), survivors do gens with penalty while killer guards totem, or survivors break totem while killer goes off hunting.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747905#Comment_3747905

    Shout out to Mr tatorhead aka NoPerksSince2020 he's probably the only perkless Chad I've ever had the pleasure to meet xD

    Apologies for quoting all that just for a fluff comment, I'm typing 1 handed on mobile X.x

    …well least someones adventurous o.0

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