SadonicShadow
SadonicShadow
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- SadonicShadow
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You dont have to spam the key as fast as you can. Just steady presses is all you need.
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@CallMeRusty420 said:
@SadonicShadow said:
@CallMeRusty420 said:
I DC when survs gen rush. They want the match to end so badly so why not just finish the job? They're mad about losing a pip? I'm mad about waiting 10+minutes to find a match only to have it end in less than 5. Excuse me for wanting to have fun in this game.Gen rush is a serious problem in this game. It is the defacto weakness every killer has and it cannot be stopped or countered. The devs really need to rework the objective in this game in a way that lengthens the game while making it fun for both sides.
I agree. I jut wonder how they're gonna do it. I bet they'll mess it up tho. I mean anything Killer friendly in any sense seems to spell disaster for the devs. I mean look at Wraith's cube that Killers waited for for over a year and a half. What a damn joke.
Personally i would like something where you have to scavenge parts for generators. Example: You go up to one generator and it tells you, you need to find a spark plug and some motor oil. So you search the map for those items. Maybe a ruined truck or a pile of junk littered around the map. Once you have found it you bring it back to the gen and install it in a system similar to a BNP. Perhaps another generator just needs some gasoline to be ready to start. Go find a jerry can of fuel and bring it back. Atleast then the gens would not be boring M1 simulators. It would be fun and immersive looting the environment for parts and it would discourage toxic game play and gung ho play styles because the team is going to need help finding the right parts and then coordinate its installation in the proper generators.
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@CallMeRusty420 said:
I DC when survs gen rush. They want the match to end so badly so why not just finish the job? They're mad about losing a pip? I'm mad about waiting 10+minutes to find a match only to have it end in less than 5. Excuse me for wanting to have fun in this game.Gen rush is a serious problem in this game. It is the defacto weakness every killer has and it cannot be stopped or countered. The devs really need to rework the objective in this game in a way that lengthens the game while making it fun for both sides.
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A Claudette hiding in a dark corner.
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@Runiver said:
@MeowLux said:
You already get like 550 deviousness points from chainsawing somebody. I don't see a problem here.It's actually 850 deviousness for chainsawing.
Imo, chainsawing gives enough points to compensate the slight loss of brutality.Also, the bonus points in the update only happens for the first few hits you give, if you didn't notice. Repeating the score event will put it back at 300.
Basically, a chainsaw is already 850 + 300 brutality (eventually 500 if it's early game/your first downs), which is kind of enough tbh.I have no problem maxing my deviousness. Whenever i play billy i always max it out but i only get like 3500 brutality 4500 if i am really lucky. Hopefully the score modifiers at the start will help a bit but we will have to see. Still i see no reason not make insta downs factor in each health state. Would be a good quality of life change.
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@Runiver said:
@SadonicShadow said:
@Runiver said:
@SadonicShadow said:
@Runiver said:
I have seen absurdly strong juking spots, but no infinites for a while.
At some point you just catch up with bloodlust and manage to hit or force the survivor to use a pallet before conveniently going back to the same vault, oftenly, which is painful but not infinite.These kind of spots are potentially too strong (not all of them tho, clearly), but I don't see many infinites. Possibly a few windows in lerys, or some very rare occurence on haddonfield I guess ?
I remember watching a video of a survivor on haddonfield that got really good window spawns on the myers house and it became an infinite. Ran the killer for the whole game using it and bloodlust did nothing to help since they constantly broke LOS long enough for the killer to lose it.
Was it this one ?
https://www.youtube.com/watch?v=gwN_KaQB57E&feature=youtu.beBecause even tho that kind of spawn is bullshit, the killer is kinda playing it wrong too.
Yup thats the one. I agree the killer made some mistakes but this loop was disgusting non the less.
As far as I know, devs fixed these kind of spawn in early 2018 with the vault spawning fix (that was supposed to fix Lery's, too, but didn't fix every occurence yet, sadly)
Tho, maybe similar spawns can happen still. I actually hate Haddonfield tbh, but at least they greatly improved it. Used to have 2 pallets in basement, vaults at every roofs instead of doorways, and different windows and barrier setups that could prove very annoying.
Still my least favorite map as killer.I love and hate Haddonfield. It has some of the cruelest RNG on both sides. Sometimes the fences spawn so long and with no openings that for survivors it can be a death sentence against a billy or trapper but likewise i have been screwed so hard by the fences that i couldent reach a hook because they were a mile long. Haddonfield is better than it used to be but damn those fences.
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@Runiver said:
@SadonicShadow said:
@Runiver said:
I have seen absurdly strong juking spots, but no infinites for a while.
At some point you just catch up with bloodlust and manage to hit or force the survivor to use a pallet before conveniently going back to the same vault, oftenly, which is painful but not infinite.These kind of spots are potentially too strong (not all of them tho, clearly), but I don't see many infinites. Possibly a few windows in lerys, or some very rare occurence on haddonfield I guess ?
I remember watching a video of a survivor on haddonfield that got really good window spawns on the myers house and it became an infinite. Ran the killer for the whole game using it and bloodlust did nothing to help since they constantly broke LOS long enough for the killer to lose it.
Was it this one ?
https://www.youtube.com/watch?v=gwN_KaQB57E&feature=youtu.beBecause even tho that kind of spawn is bullshit, the killer is kinda playing it wrong too.
Yup thats the one. I agree the killer made some mistakes but this loop was disgusting non the less.
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@MeowLux said:
@SadonicShadow said:
@MeowLux said:
You already get like 550 deviousness points from chainsawing somebody. I don't see a problem here.I agree with Mercury on this. I am a good enough hillbilly that i hardly ever have to use my hammer to down someone, my saw does all the work. Problem is this leads to me being point deficient in the brutality category. I agree that for killers with instadowns the brutality should be calculated based upon health states dropped not each individual hit. I max out devious pretty quickly but poor brutality suffers greatly.
In my experience I rarely get to use my saw. Not because I don't know how to use it, but because it is not viable to use it in a loop. I see myself getting an equal amount of points between them. Also using your mallet is still viable.
Brutality is almost always my weakest category on billy willy unfortunately. I could use my mallet more often to farm more brutality but that would cripple me alot because i am almost always in a situation where i can saw down a survivor. If they made it to where it was calculated by health state vs each hit it would also help out myers and leatherdaddy which is always a plus.
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I agree. Trappy boi really needs some love. As the box art killer of this game and the first killer ever he deserves better. Sadly trappy boi is obsolete in this current meta. He could serve to have alot of his addons incorporated into his base kit. Things like trappers bag and faster trap setting would help. His traps should also be more difficult to disarm and screwing up a disarm should injure the survivors. Would also be nice if all his traps started armed. This is just a few things off the top of my head but he needs some serious work.
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@MeowLux said:
You already get like 550 deviousness points from chainsawing somebody. I don't see a problem here.I agree with Mercury on this. I am a good enough hillbilly that i hardly ever have to use my hammer to down someone, my saw does all the work. Problem is this leads to me being point deficient in the brutality category. I agree that for killers with instadowns the brutality should be calculated based upon health states dropped not each individual hit. I max out devious pretty quickly but poor brutality suffers greatly.
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I love her as a character because she is a country girl and growing up in Rural America it reminds me alot of home but gawd damn her scream is ear piercing. They need to fix her voice and she is golden.
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@Runiver said:
I have seen absurdly strong juking spots, but no infinites for a while.
At some point you just catch up with bloodlust and manage to hit or force the survivor to use a pallet before conveniently going back to the same vault, oftenly, which is painful but not infinite.These kind of spots are potentially too strong (not all of them tho, clearly), but I don't see many infinites. Possibly a few windows in lerys, or some very rare occurence on haddonfield I guess ?
I remember watching a video of a survivor on haddonfield that got really good window spawns on the myers house and it became an infinite. Ran the killer for the whole game using it and bloodlust did nothing to help since they constantly broke LOS long enough for the killer to lose it.
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I agree, i never understood why they didn't hide the killers loadout until the game completely ended. It completely invalidates alot of killers perks that rely on stealth. Blood warden for example relies on the survivors not knowing of its existence. Its a perk that is supposed to take the survivors by surprise. With dead survivors able to tell their team that the killer has it, it completely invalids it because then the survivors can just leave before the killer can use it. Same goes for NOED. Easy to tell everyone in the game the killer has it before it even procs. Its ridiculous.
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I agree, the map balance is absolutely horrific. With the introduction of the perk bamboozle it should shutdown the window loops that waste alot of time aka the old infinities but that will be just a band aid fix because its not a global solution and does not address the fact that the maps are designed so poorly and any map that does not have a loopable building or some sort of unbalanced structure to waste a ton of time on is a pallet city. Looking at you Shelter Woods. Over the coming months they really need to overhaul the maps. Safe pallets should not be a thing at all. Everything should have mind game potential and not be a horrible time sink.
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I had a survivor yesterday that was clicky clicky flashlighting at me and tea bagging. Downed him within 15 seconds and massacred the rest of his team. Called me a bad killer despite the fact that i dumpstered them all and got a 4k lol. Some people just cant handle losing.
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@lasombra1979 said:
Examples that I consider toxicKiller: Repeatedly striking someone on the hook, facecamping, standing on the open hatch
Survivor: Tbagging, refusing to leave open gates, infinite looping
General: Rude or nasty comments in after game chats on pc or messages on console.Only one i disagree with is standing on the open hatch.
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@Wolf74 said:
@SadonicShadow said:
@Wolf74 said:
@SadonicShadow said:
Currently the only perk that effects the time it takes to kick a generator is fire up which we all know is a pretty garbage perk. Why not make brutal strength kick generators faster aswell? Seems like a pretty logical decision.Why not make Brutal Strength useful in CHASES again?
Kicking gens is not the main issue here, it's the lack of perks that REALLY help in chases.What do you mean? Brutal Strength does help in chases. It lets you break a pallet 20% faster.
But it got nerfed before.
And it's effect is pretty underwhelming.I remember the reason why it got nerfed was because they increased the base kicking speed of pallets for all killers by 15%
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It would make no difference. Trapper is by and large an obsolete killer. Very weak in the current state of the game. He simply takes to much time to set up and by the time you have your traps in place 2 - 3 gens can already be done.
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@Wolf74 said:
@SadonicShadow said:
Currently the only perk that effects the time it takes to kick a generator is fire up which we all know is a pretty garbage perk. Why not make brutal strength kick generators faster aswell? Seems like a pretty logical decision.Why not make Brutal Strength useful in CHASES again?
Kicking gens is not the main issue here, it's the lack of perks that REALLY help in chases.What do you mean? Brutal Strength does help in chases. It lets you break a pallet 20% faster.
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Toxic behavior is a very subjective term in this community. Depending on someones perspective something as simple as not letting the last survivor get the hatch or using NOED could be considered toxic. Generally speaking the community consensus on concrete toxic behavior is BM behavior such as flashlight clicking, tea bagging, facecamping, insulting in the post game chat, etc. Something that serves no purpose other than to frustrate another player or try and ruin the game. Its difficult to define in this community but those are just some of the hallmarks.
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I love Michael Myers. I dont own him but i do plan to buy him at some point. I love playing against Myers. He is a really spooky killer and in my opinion the only killer that cultivates any sense of horror. A myers that is in tier 3 with judiths tombstone and fragrant tuft of hair is something to be very wary of.
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@MeowLux said:
DS won't get removed as much as every killer main wants it to be removed. But it will get nerfed for sure. I hope it gets the same treatment as STBFL. STBFL a must have perk that was god-tier that got gutted into trash. That way we can say that the Halloween DLC has the most gutted perks.On a more serious note; I just want it to be balanced and not a free escape.
I want them to simply make the perk stun the killer in place which will allow the survivor more time wiggle or have a buddy body block or get a flashlight save. Having it be a get out of jail free card under any circumstances is simply to strong and wastes way to much time. Atleast then the killer could counter it with agitation + iron grasp + enduring and what not.
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Honestly i would replace Brutal Strength with Monitor and Abuse. It is just to good on myers to not run it and it will allow you to get the drop on survivors easily. Not to mention its synergy with nurses calling.
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@Jack11803 said:
Just give solo comms equal to SWF, so they are equal strength, then nerf both. Balance achievedI like your suggestion Jack. As much as i hate it this would be the most effective solution to the SWF question. Make Solo queue and SWF on equal grounds in terms of strength and then buff the killers from there. I know i have made posts making very clear my contempt for SWF and some of my ideas are extreme but yours seems like the most reasonable solution that helps everyone get what they want. Only thing i would like to add is make it so that a Solo queue can disable all comms if they so desire if they want to avoid talking with the rest of the team ( or to avoid BM because we all know that will become a problem guaranteed )
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Honestly, all they need to do too make Hex: The Third Seal worth a damn is make the survivors automatically have the blindness status effect applied at the start of the trial and it only goes away once the totem is cleansed. Why they never thought about doing that in the first place i have no idea.
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@MeowLux said:
@SadonicShadow said:
@MeowLux said:
There is no current info about an ETA on a Trapper update. Though you can expect those kind of killer buffs in the first dedicated balance update around September.Do you know what kind of buffs we may be looking at in general come september?
There have been ideas thrown around and the devs have talked about them. Some of them are better add-ons, longer disarm time, etc. There was also some talk about skillchecks to disarming and failing one would make the trap go off and injure you.
Those sound like some pretty nice buffs. I also think his base trap setting time should be buffed and some of his addons like trapper bag be incorporated into his basekit. Really hope he gets some love. Poor boi has gotten the ######### end of the stick for a long time.
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@MeowLux said:
There is no current info about an ETA on a Trapper update. Though you can expect those kind of killer buffs in the first dedicated balance update around September.Do you know what kind of buffs we may be looking at in general come september?
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@Master said:
@Jack11803 said:
@MasterPeople join in waves, with latency, that’s not reliable, and doesn’t help much to distinguish the different players, as both solo and SWF will likely join suddenly.
It works really well for me, even if they join 0.5 sec after each other, it susually a SWF
If you actually have to wait for the next survivor, then its no SWFYou can also check the profiles and check whether they have each other in friendslists (if they are on private profiles, then they are SWF almost every time)
Jack is right. The rate at which they join is rather inconsistent. When i SWF with one of my friends i pop into a lobby and sometimes they pop in 3 or 4 seconds later. Its not a good way to tell. The only way to tell is like what you mentioned, check the steam profiles. Similar names and outfits are also a tell tale sign of SWF although most are smart not to do that as its a good way to dodgeville.
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To survivors even being on the map when a survivor is hooked could be considered camping. Don't worry about what they think. Their opinion on how you played your round of killer means less than dirt. Your job is to kill them. Do what you have to in order to reach that goal. They will be salty and insult regardless of how the match goes. Just ensure that the match was in your favor.
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@Frockz551 said:
One thing that annoys me about camping is that it is a VIABLE STRATEGY and even the devs say this yet killers get punished for getting a 4k if they camp because of the emblem system. This doesn't make much sense to me, as a killer, your job should be to stop the survivors from escaping regardless of how long it took you to do it or how many gens they completed. The only thing that should matter is that you killed the survivors, regardless of how you did it. I've had a 3k and only gotten a black pip because I would have a survivor hooked in basement while the exit gates are powered and therefore, I camp and 1 or 2 or sometimes even 3 will just rush the hook to try get some altruism at which point i down them and put them on a hook ( if they dont have BT or DS or some other bs crutch ) and only get a black pip.Thats why i think the emblem system was stupid for the killers. I honestly loved the victory cube for the killer. If the killer did his sole objective and killed the survivors then he deserves to rank up. End of story. The means on how that is achieved do not matter. It was the survivors that needed a new ranking system as bloodpoints were simply not a good metric.
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@Noodle said:
Since people can't seem to be bothered to read notes and look up information I'll do this thread the favor of posting this here.The following scoring events have had their initial Bloodpoints reward increased but adjusted with diminishing returns when triggered additional times during the game. The will increase Bloodpoints gain in general, particularly for those who were consistently receiving a low amount of Bloodpoints at the end of a trial.
• Objectives, Coop (increased from 10 to 25)
• Boldness, Chased (increased from 20/sec to 40/sec)
• Boldness, Escaped (increased from 250 to 400)
• Brutality, Hit (increased from 300 to 500)
• Hunter, Chase (increased from 5/sec to 10/sec)
• Hunter, Survivor Found (increased from 200 to 400)So basically they are increasing how many bloodpoints you'll earn after each game. Now we just wait for the June update to launch to see if the changes take hold.
This will help with overall average bloodpoint gains however it will not help with the polluted bloodweb. We have so many perks now in this game that the devs need to give us a more efficient way to get them. In order to get all perks on a survivor or killer takes millions of additional bloodpoints.
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@JarJarBlinks said:
I find all hexes to be useless to be honest with the exception of No One Escapes Death. Why? Totem placement in this game is amazingly bad most of the time. The other day I played as a survivor and I spawned right behind the Killers ruin, about 10 feet away. He rage quit as soon as I dismantled it. Can't really blame him for that when he lost one of his perks ten seconds into the game.On the new Crotus Prenn map for the clown i noticed that they made no effort to improve totem spawns there. First match i had i saw a totem spawn literally 5 feet from a generator. The only map that has decent spawns is The Game and sometimes lerys/badham but it all depends. I cant wait for the totem rework. It really needs some love.
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@SnakeSound222 said:
According to the wiki, it already does: https://deadbydaylight.gamepedia.com/Brutal_Strength#Unknown_Update_VersionI was just on the wiki for BS before i made the post and i noticed that even tho it dosen't actually increase generator kick time. Maybe the devs plan to do it in the future? I know near the end of 2018 there is supposed to be a major overhaul for the perks. Perhaps we will see it then.
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I voted Hillbilly because he is my main and the only killer i am good with but The Doctor comes in at a very close second. The Doc was what originally got me interested in playing killer. Honestly out of all the killers i feel the Doc was the most original and creative. Not to mention Mr. Carter and his laugh. You can tell he is just having a Jolly good time soaking up the suffering of the survivors. He giggles and laughs at everything.
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@AnIntellectualClone said:
I really dont understand whats up with this thing lore-wise. Why is it even called a killer shack?Is that its offical name according to the lore? I always thought killer shack was just a name the community gave it and it just stuck.
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@RagingCalm said:
Someone on the forums here recently said something along the lines of "If you let the survivors power the exit gates then it's your fault, you lost because you are just bad."Lol i remember seeing that. I still cringe reading it.
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If BHVR would give us dedicated servers this wouldn't be an issue.
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@Axlegolas said:
@SadonicShadow said:
Except when they last second switch in 4 flashlights lol. Sorry, i play this game to have a good time not play ring around the pallet with 4 man decisive strike with all brand new parts. If that is your idea of fun then your a masochist. I cannot and will not subject myself to that. They are not entitled to my time. I make the decision if i want to host their game and if i dont like what i see i have every right to leave that lobby. They can go ruin someone elses day.
as i said, dodging till you get the perfect victims, poor killer. get skills or take franklins. if you get looped, just chase the other swf. if you still get no skills, there are good youtube vids out there, so you can watch them and learn how to play killer. the rank btw says nothing about your skills^^.
you can't see the perks in a lobby, so when you disco because of d-strike ingame, you are a troll. in that case you should be banned and you don't have to worry about time penalties.why can't i see the killer? leatherface and nurse ruin my day. They are not entitled to my time........you know what i mean? think about it before you argue like this.
I can already tell you are brand new to this game. The fact you dont know what last second switching is proves this ten fold. You are not worth arguing with if you cannot even educate yourself on the terminology relevant to this game.
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I am fine with the cosmetic microtransactions. Just so long as they keep microtransactions independent from the bloodpoint economy. Cosmetics that dont effect gameplay and are purely aesthetic are fine.
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@VayneHellslinger said:
@SadonicShadow Ok honest review time:
First things first, Stridor. Should this become a thing I foresee an immediate rise in Stridor among the mid to high tier perks. It mitigates the perks' new intent to some degree even if blood stains are still gone.Maps like Institute and Gideon also get a shadow buff for survivors as a result. That many paths with walls separating each section makes it more likely a killer is to lose survivors at a higher rate than before, as tracking blood stains is especially effective on them.
Toolboxes get somewhat of a shadow nerf simply due to less utility or more accurately, the medkit becomes a more viable alternative. Item choice theoretically boils down to flashlight vs medkit as well. On one hand, less flashlights, which I can appreciate as a killer main. On the other, instant heal medkits become more dangerous, since even the brown medkit can now get you up a health state before needing to use the syringe or agent.
Botany + SC combo feels too niche of a combo to be viable. Not likely for a lot of players to invest 2 perks into healing. Same as streetwise + SC.
If I have one thing I would like to change, its that grunts an blood stains incrementally decrease in accordance to how you have healed. If you are at 70% from fully healed, 70% reduced grunts of pain and blood stains. 20% heal complete, 20% reduced grunts, and so on.
That's all my thoughts on your idea. Opinion?
I like your idea of scaling the grunts of pain and drops of blood based upon how much one has healed. Furthermore perhaps when you heal with selfcare fully it does not completely remove grunts of pain or blood drops but significantly lessens them. Like 50 percent less blood drops and grunts of pain are reduced by 80% and to that end stridor would then be able to counter selfcares reduction in pain grunts. My idea is for sure not perfect. Alot of things would need to be considered. The rate of insta heals could potentially increase but in that regard if they are bringing insta heals they are not bringing flashlights and BNP's as much which can arguably be more damaging. With regards to the selfcare + Botany i can still see people running it together but it could actually end up being to strong because with my idea selfcare would have been buffed back up to normal heal speed and with botany increasing healing speed by 20% + allowing full heals with selfcare it could become a problem. But then again they just used 2 perk slots to get that ability.
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@VayneHellslinger said:
@SadonicShadow Ok different line of questioning then based on the new information:
1) I'm assuming now that you can in fact go back to the healthy state. New question is how much of the perk is like Iron Will? SC into Iron Will is a good combo and this seems to cut the middle man and combine them into one.
2) This is more about the blood dropping since grunts are tackled in Q1, but does it slow the blood dropping or does stop it entirely? If it slows then what percentage were you thinking of?
I don't think there are any other clarity problems that I can think of atm.It completely stops drops of blood and completely stops grunts of pain. The intent is pretty much to include ironwill into the perk. The healing speed would also be buffed back to base healing speed aswell.
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@Vulipus13 said:
Sure, let's hand them the kills now. I struggle as is to survive with my friends and killers already control so much of the game. This game is already just becoming a killer simulator. I love this game so please stop buffing the killers into Oblivion.This statement is completely and utterly false.
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When i play killer i usually never let the survivors get the hatch. If they are blatantly new players and i absolutely dumpstered their team i might be merciful so long as they diden't try and be OchiDo wannabes. Usually if i dumpster noobs there is 4 or 5 generators left to do and i dont feel like waiting so i just kill them and move on.
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@VayneHellslinger said:
@SadonicShadow Hmm concept needs more polish I think before being seriously considered. Just some things I would like clarified before properly critiquing the idea:
1) At what point can you take advantage of the self-heal? If you can't go back to healthy but you heal yourself while downed, at what point in the game does the perk become viable?
2) If you able to self-heal while downed, why would you ever run the original No Mither?. It seems like an objectively better version of it and if healing does work while down the way I think it does it also arguably works a little like a multi-use unbreakable.I feel like your perk idea was lost on me, so a little further explanation would be nice
I think i should have been a bit more clear in my post. When i said no mither effect i dident literally mean like the perk no mither. I mean in the context of simply not dropping blood or making grunts of pain. You woulden't be able to recover off the ground. I just used some of the effects of no mither so that people would understand where i was going with my idea. my apologies for the confusion.
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Ruin is indeed a gamble but ruin is also a gamble that every killer is forced to make. In the low ranks ruin will grind a game to a halt because new players are awful at hitting even good skillchecks. Mid ranks ruin is still very effective but in the high ranks the perk starts to become pretty mediocre. If its not destroyed in the first 30 seconds good survivors can still power through it. I myself can consistently hit ruin skill checks most of the time and when i play in high ranks its does little to stop the gen rush. I wish the devs would fix the fundamental issue of generator blitzkrieg. I hate running ruin as i would love to run something more interesting but i cant afford not to run it.
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It would be nice if they would buff wreaths once more. The 25% increase to all the wreaths was really nice but it makes little difference if you cant max its respective point category. Some categories are easy to max like deviousness or boldness but others like survival or hunting is a pain in the ass. I think they should make one final buff to wreaths and make it give you 100% bloodpoint accumulation for the point category the wreath is in so that you can get the maximum value from the wreath. An example would be say a brown brutality wreath. you get 50% post trial bloodpoints but during the trial your accumulation those points is doubled so on each hit you would get 600BP instead of 300BP. This would also really help for some killers that are point deficient in some categories.
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I have suggested in previous threads to make self care apply a no mither effect where you dont grunt in pain or drop blood but you still go down in one hit and then tremendously buff selfcares selfheal efficiency with a medkit at least to a point where you can get two full selfheals out of a brown medkit. It would then make medkits more useful and then it would become a trade off of do you want to be able to fully selfheal independently or do you want to bring a toolbox or flashlight and live with a subpar self heal until you find a teammate. Someone also suggested that you could pair my idea of selfcare with botany knowledge to give you back full self heals. 2 perk slots for being able to fully self heal is a good trade off.
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@NotSure said:
Probably near the anniversaryThat is what i am guessing. They are likely leaving it up until then while they work on fixing the bugs and making adjustments to the live version we will be getting.
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@FoxWolfFrostFire said:
Every time a survivor slides over a pallet it breaks faster and if they slide over it more than 4 times in a short while it just breaks.This change would be redundant and fix nothing with pallets currently. The problem is looping to waste time before dropping. Once a pallet is down i have no problem breaking it since i run brutal strength.
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Removed? No, that will never happened. Nerfed? You bet your ass its going to happen. Its on the chopping block right now. The perk needs to be gutted.