Saint_Ukraine
Saint_Ukraine
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- Saint_Ukraine
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Comments
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@Slayer said:
Any advise ? Much appereciatedOpening your eyes might help. lol, jk
Shadowborn, any aura perks, playing as Freddy, (or even Legion) will make finding that pesky P3 Claudette a sinch. -
@Kikki said:
It's so freaking annoying!!!
The Killer is here to KILL you!!!
I wish there was a real Punishment if the player dc's on a number on dc's!
Even someone has bad Internet,it is not my fault!PS:Everytime I see a DC,then it is after getting downed...
They might be dodging if you got bad internet and don't wanna deal with it. As for me, I usually don't dc, just because I don't like to depip twice.
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Look at all that bm ^^^^^
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@MhhBurgers said:
@Saint_Ukraine said:
See, my problem is that there aren't enough of them, so I never really know how to counter them when I actually encounter either of them.After he hit u with deep wound stay reasonably close but still keep him loop-able. There's no point in looping him if you're not hurt by using windows, try to loop him at a pallet without dropping it and only drop it when he is about to hit you.
Well, I know how to pallet loop. I mean, I don't know how to counter deep wounds, because it is a huge time waster when you get hit by it.
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See, my problem is that there aren't enough of them, so I never really know how to counter them when I actually encounter either of them.
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Well, why wouldn't a survivor get mad? You're basically taking away their ability to play the game. It also means they get a guaranteed de-pip, for those who care about that kind of thing.
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@Tzeentchling9 said:
Brady said:Just don't tunnel
It's anti-tunnel
The only POTENTIAL problem will be the endgame. But that's what the PTB is for.
This is your first impression; play the PTB and try it out before forming an opinion!
You get unhooked, get healed, and work on a gen for 30 seconds, killer comes checks the gen and downs you. Tunneling where?
Well, I highly doubt that 1 minute is enough time for a survivor to get healed, work on a gen, and then get downed again. Unless the killer has the ability to insta-down, of course.
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Just run an ebony mori, lol
ez clap -
Yeah.. that's the feeling.
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@iceman2kx said:
@Saint_Ukraine said:
They need to make it so DS instantly disconnects the killer from the match. They could rename it to Disconnecting StrikeRight. Then when killers complain about, survivors can back it up by saying, "it's counterable. Just connect to another game or lag switch"
Yeah, but don't forget slugging
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@PhantomMask20763 said:
@KiraElijah said:
@PhantomMask20763 said:
@KiraElijah said:
@PhantomMask20763 said:
@TreemanXD said:
@Saint_Ukraine said:
"Freddy," more like: "gay"Ha
Got 'emJokes on you!!! Cause I’m also gay!!! Haha
It's confirmed, all Freddy mains are gay. Someone get a blizzard employee at BHVR so they can officially reveal that Freddy has been confirmed as gay lol
I believe he raped male and female children sooo
That's more of him being a pedo tho instead of him actually being gay. Idk tho lol, I prefer OG Freddy. Now that I think of it, if the remake never existed, would we have Robert Englunds Freddy in game instead?
Englund did great for only a few minutes of screentime
......I have never...ever...heard someone not like Roberts Freddy...do you....prefer the remake? I personally liked the darker tone of it and Jackie Earle Haley did good as Freddy but the movie was meh.Though "darker" I would have preferred to have Englund's Freddy. And instead of the ugly Quentin, we should've gotten Langenkamp's Nancy.
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@Terra said:
Is dropping a survivor before a flashlight save exploiting?No, it's more like taking advantage of a mechanic. And if you're good at flashlight saves, you should usually be able to save most of the time.
But they're going to make it so flashlight dodging is harder to do in the next patch by adding a cool down for dropping survivors after picking them up. -
@TreemanXD said:
@Saint_Ukraine said:
"Freddy," more like: "gay"Ha
Got 'emJokes on you!!! Cause I’m also gay!!! Haha
He's not even Wes Craven's Freddy Krueger. How can you like him?

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@TreemanXD said:
@Eveline said:
Play the game correctly=All 4 survivors t-bag at the exit.We should play by their rules though. Right?????
Yes. You must conform to the ideologies which have been prescribed by beings superior to the likes of you. If thou shalt betray the laws laid down by thy masters, it is unmistakably so that the perpetrator will be smite where they stand by their creator.
Return to thy labor, filth.
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"Freddy," more like: "gay"
Ha
Got 'em -
@pemberley said:
Eveline said:Kate has less "exposed" clothes too, which I'm using.
Yeah I know, I use her Starlet jeans and Christmas sweater and brown hair but even with the p3 she’s still exposed. And I don’t mind her but I just don’t feel like a Kate, you know?
What about Feng? She's pretty cute, and she's got good amounts of modest attire. And hey, there's always Laurie.
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They need to make it so DS instantly disconnects the killer from the match. They could rename it to Disconnecting Strike
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@Kagrenac said:
Killers complaining before even getting to play against the new DS are basically people who complain about NOED
Yeah, they can't even wait 'til PTB before creating posts like "New DS is in need of a serious rework."
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I sort've understand what you're saying, and it might work, but I think it still needs some tinkering.
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@Tom_Peters said:
Alright, this is gonna be a long one, so strap in.Now, we all know that Dead by Daylight suffers from a serious issue of having extremely meta perks. This is something all multplayer games tend to have, but some do a much better job of preventing it than others. I feel like DbD suffers one of the most, because they have so many perks and 75%+ of them are completely useless things you would never dream of using over the other 25%.
Luckily... there is a very easy way to make all perks viable without nerfing the top tier perks. But it would require an entire restructuring of the way your perk loadouts work.
I'm going to only reference this new system from the survivor's side of things, because that is where I feel the meta perks are most prevalent and criminal. That's not to say there aren't obvious Killer meta perks too (Like Ruin and NOED), but I still feel like the bad killer perks are "more okay" than the bad survivor perks. This system could work for Killers too, but it would require a lot more thinking and balancing.
Alright, so enough preliminary stuff; this is how the new system would work.
Firstly, loadouts will now persist of 12 "perk slots", but in this new system, I will refer to them as "perk points" instead.
Each perk, depending on its strength, will be assigned a cost of "perk points." Obviously all subject to discussion, but in my mind the easiest way to create a balance would be that each one can cost anywhere from 1 points to 3 points.
The current insane meta perks will all cost 3. For example, any sprint/exhaustion ability, (old) decisive strike, self-care... the stuff that no good survivor would ever run without. That would mean if you chose 4 of these abilities, you would have the exact same meta you still have. 4 insanely good perks.
However, the interesting part comes when a survivor considers giving up some of these insane perks for some lower costing perks instead!
For example, maybe a survivor is confident enough that they don't need to have self-care and DS. So, they might keep a Sprint (3 points), Iron-Will (probably 3 points) but they can then use their last 6 points to get THREE 2-pointer perks. I've always been fond of the idea behind Tapp's Tenacity, but it just would never be worth taking at the cost of an insane perk. Now, I can pair that with Bill's Unbreakable, and Bond to supplement my lack of self-healing... allowing me to have 5 total (but slightly weaker) perks!
The cost of each perk is open to discussion, but things like Deja Vu, Slippery Meat, Hope, No One Left Behind... I very obviously see those all as 1-pointer perks because they are otherwise useless in the current meta. But imagine if you could have twelve of those weak perks in one build... maybe then, they would actually see play!
This would change the survivor loadout meta in a huge way, and make so many more viable builds other than the typical stuff we see over and over again. I want this change to happen so badly, just to have a reason to want to use all those coool new survivor abilities that are just not worth using compared to the insane perks.
And just for the fun of the discussion, I'm gonna list out many of the survivor perks and what I think their associated points would be in this system. If you disagree with any, let me know! And let me also know if you think of any incredibly overpowered builds this new system would create. The best thing about this system is perks can easily be balanced just by changing their cost, which would really be better than just nerfing a perk into uselessness.
Starting with Dwight, he is one of the more difficult ones to make accurate perk costs on, since I don't know how strong people consider his perks now that they've been buffed.
Bond: 1-2 points
Useful, especially outside of SWF, but not so useful that it would cost 3 points. If anything, possibly even a one-pointer.Leader: 1-2 points
Prove Thyself: 2 points
Again, not sure how strong his perks are now that they've been buffed, but still pretty sure they are lower tier.
Meg
Spring Burst: 3 pointsQuick and Quiet: 2 points
But I would love to see the cooldown removed on it as well, or allow for multiple uses... makes it really not that great.Adrenaline: 2-3 points
Kinda overpowered in SWF, but only so-so in solo.Claudette
Self-Care: 3 pointsBotany Knowledge: 1 points
Empathy: 1-2 points
Jake Park
Saboteur: 1-2 points
Kinda bad since sabotaging isn't that good anymore.Iron Will: 3 points
As much as I would love to call it a 2-pointer, I find it to be insanely useful for losing the killer.Calm Spirit: 1 point
Laugh out loud.Nea
Streetwise: 1-2 points
Neat, but not that useful.Balance Landing: 3 points
Urban Evasion: 2-3 points
Really open to discussion on this one. I consider it top tier, but I'm sure others don't?Bill
Left Behind: 1 points
I mean, straight trash. If you're the last survivor, you're looking for the hatch. And unless the killer is camping it, you wouldn't even bother touching a gen.Borrowed Time: 3 points
Unbreakable: 1-2 points
Tough call of that, because it's good if paired with Tenacity, but otherwise kinda meh.Ace
Open-Handed: 1 pointsUp The Ante: 1-2 points
Ace in the Hole: 2 points
David King
Dead Hard: 3 pointsWe're Gonna Live Forever: 2 points
No Mither: 2 points
No Mither is a tough one. May need to remain a 3 pointer for all it does? Not sure, never used it personally.Feng
Technician: 1 pointLithe: 3 points
Alert: 2 points
Detective Tapp:
Tenacity: 2 pointsDetective's Hunch: 1 point
Stake Out: 2 points
That's enough for now; you get the idea. If people really like this suggestion and want to discuss it more, I'll do the rest of the survivors and the general survivor perks.
Developers; if you read this, please give this suggestion some consideration. It could completely revamp the way that you balance perks and the way players build their survivors. It opens the doors to so much more for the future of this game and for the future of perks.
If this was a thing, I'd definitely run Deja Vu.
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So the killers have to do gens now? Lol
This probably wouldn't exactly work the way you might want it to, but I have thought it would be interesting to have a character who is both a killer and a survivor. -
@PubStar87 said:
1. Before it existed Killers had to do their own dirty work and go find usEvery Killer with half a brain uses it now,
IMO if EVERY killer is using something it's brokenYou're taking away time that all 3 other survivors could have been doing something else, now we have to hide in lockers, which by the way are rarely right by a GEN
Those unlucky enough to be 41 meters away are screwed, Mr. Killer is coming for you now and since they got 4 seconds they know exactly where you're going
Yep, there's a perk to counter, that hasn't been in the Shrine yet, way to force people to pay to win
Hiding behind Gens hasn't worked since whichever patch made SURV outlines clearer
It makes for a very un-fun game for those of us that don't get caught but keep having to jump in lockers every 30 seconds because teammates
So what did Killers do before BBQ&C existed? Oh yeah, work for their score
It's too complicated for dumb players, play any match as SURV at rank 5 to rank 20 and you'll find your teammates have no clue what to do against it, or have no regard that it exists at all, ensuring an un-fun match for you
It's too OP
I don't even use it when I play Killer it feels cheap
There has to be a better way
Hell at least give em a skill check or something, as of right now it's simply too easy for K's
You don't have to pay to win. Just use shards to buy the survivor and work for your score.
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@PubStar87 said:
Killers should not get to know where all 4 survivors are up to 12 times a matchPlease for the love of all that is holy remove it
Just use Distortion. lol
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@Detective_Jonathan said:
@Saint_Ukraine said:
@Detective_Jonathan said:
@Saint_Ukraine said:
Nea should be able to run the killer around for 5 gens. Her bio and her perks basically describe her as a person who knows how to make the best of her environment and any items she may find, i.e. a flashlight. You aren't giving the street smart survivor enough credit.You're lucky i gave her ANY credit to begin with, and you're not looking into the numbers of how long a gen could take if the killer has any kind of totem to slow down gen progression, Nea doesn't seem like someone to run the killer, she just doesn't. Her perks revolve around her being stealthy, hence why a lot of people play her. And like i said, this is just my opinion, sorry you thought you're saddened by your favorite survivor not being able to run the killer.
I think no0b3 would beg to differ.
I honestly could care less about skeletors opinion.
I only mention him because he has ran killers for 5 gens as Nea.
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@Detective_Jonathan said:
@Saint_Ukraine said:
Nea should be able to run the killer around for 5 gens. Her bio and her perks basically describe her as a person who knows how to make the best of her environment and any items she may find, i.e. a flashlight. You aren't giving the street smart survivor enough credit.You're lucky i gave her ANY credit to begin with, and you're not looking into the numbers of how long a gen could take if the killer has any kind of totem to slow down gen progression, Nea doesn't seem like someone to run the killer, she just doesn't. Her perks revolve around her being stealthy, hence why a lot of people play her. And like i said, this is just my opinion, sorry you thought you're saddened by your favorite survivor not being able to run the killer.
I think no0b3 would beg to differ.
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@Master said:
@Saint_Ukraine said:
Killers, of course.Considering that the community is somehow split into 1:4 thats quite eye opening, dont you think?
I just assumed since it seems that the majority of the community seems to complain that survivors are op, so survivors probably don't have too much to complain about in comparison to killers.
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@Kamikaze_Rose said:
So it's basically the same old perk for end-game hook rushing?
No, I would disagree.
1. The skill check is larger, and the skill check activates during the pick up animation (no more juggling). This means the perk is more reliable in terms of actually being able to use it when the opportunity arises.
2. The 40/50/60 second window of being able to use the perk is a nerf, of course, but it's intended to discourage tunneling. Plus, if a killer decides to slug and wait out the timer, perks like Unbreakable, Tenacity and even No Mither have new potential for reliability.
3. On a technicality, multiple DS users get a buff, because now there's no wiggle meter that must be reached.
4. Enduring counters DS now by increasing stun recovery speed, and there is a single amount of stun time: 3 seconds.The changes have been made to balance the perk, and help other perks, which have been failing, regarding the opportunity for them to actually get used. i.e. Unbreakable and No Mither.
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@Weederick said:
Yes, very much!
Few questions @not_Queen :
1. If the timer runs out after the first unhook (without using it), will the perk become active again after the second unhook? Or is it only active for the first unhook of the match?
2. If it is active for every unhook, can you still save it up by ignoring the skillcheck? And use it later after the second unhook?If you read the the post that is linked at the top, it is explained that DS will only be deactivated if the survivor succeeds or misses the skill check.
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@scorpio said:
I like everything except the obsession changing because for something like Dying Light if you already killed the obsession, are they alive now? I don’t understand how that will work.If the obsession is killed, the Dying Light debuff will activate. If a survivor uses DS, they will become the obsession, and Dying Light's Debuff will be deactivated and the new obsession will receive Dying Light's healing buff. No survivor "comes back to life".
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Killers, of course.
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Nea should be able to run the killer around for 5 gens. Her bio and her perks basically describe her as a person who knows how to make the best of her environment and any items she may find, i.e. a flashlight. You aren't giving the street smart survivor enough credit.
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I rarely see killers run Enduring. Typically I see killers run BBQ, NOED, Ruin, and (usually) Sloppy Butcher. I also doubt that the stun time is that short with Enduring.
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@ArthurFiNCHr said:
New DS will be such a waste of perk slot, they should make Breakdown and new DS as one perk, maybe that way it wouldn't be a waste of perk slot.It's going to counter tunneling, and if they decide to slug, you could run Unbreakable or even the dreaded No Mither to counter that. It's going to change things up, and I'm happy about that.
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@Daveer said:
DS was a good perk, it required skills (Skill check), it was counterable with enduring, Unnerving presence or by dribbling the survivor. And was pretty useless if you weren't the obsession because it was hard to reach the 35% before being hooked.Now it's garbage. That's why:
If the killer has mori, you can't use it.
If you're good at looping and you survive more than 60 seconds after being unhooked, you can't use it.
And it is still counterable like it's been so far.So, I'm still waiting for Skill-Check Perks for killers, since the only things they need to do is to left-click.
If you're so good at looping, then you shouldn't need DS.
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That phase ability would most definitely introduce new glitches. I like the ideas though. Prized Possessions seems like a funny perk in my opinion; "Don't you know it takes skill to open a chest?" Fear Factor is a perk that, I have no doubt would be ran by Doctors, and might actually make Vigil a useful perk. I also like that you made it to be used alongside Hex: Cursed Touch for a nice perk combo.
As for the survivor perks, I think Pack Mule is an interesting concept, and something I might actually run with a chest build, and maybe I'd add Streetwise as well, (probably not, though). The increased consumption of items could probably be easily countered by dropping one item and then using the other; which, I assume, is why you included the detail stating that you will drop both items if one is dropped for any reason. I don't like Desperate Measures in particular, for the reason that it's another perk in which your team mates have to die in order for it to be active, (and I don't usually want my fellow survivors to die), but at least it's more useful than Sole Survivor. As for Grasping At Straws, it's nice to see a perk that is similar to what everyone thought Boil Over was going to be; which, of course, was making wiggling off easier. Boil Over didn't accomplish this, obviously. The ideas are great, though. You clearly put a lot of thought into them. -
I like the ideas, and the fact that you tried to make them balanced. With Handyman, I'm not too sure about your wording, but I assume you mean picking up pallets. Do you mean overall a survivor can "repair" 3 dropped pallets, or do you mean he can "repair" each pallet 3 times?
Regarding Hole Digger, I think that perhaps it would be more balanced if the killer is given some sort of notice, like a notification sound, or even reveal the survivor's aura. Obviously, this would not be a top tier perk, because there would probably not be too many situations in which you actually would get the opportunity to get hatch. But the concept is interesting.
As for Missing Tools, the idea of "re-rolling" a chest seems like an interesting idea, but perhaps this perk ought to be a toolbox variation of Pharmacy.
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@Gorgonia said:
The video is self explanatory I believe...Damn, I wonder if it's that bad for Xbox
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@Mr_Myers said:
Wiggling is to stop killers from going basement, that's it. 12% shaves off about 2 seconds which can be the major difference, leading to ANOTHER chaseI honestly feel like Boil Over doesn't even affect killers. Every time I run it, the killer walks in a perfect straight line towards their destination. Sometimes, killers use Boil Over to their advantage; turning in just the right way to give themselves a boost. It's awful.
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My friend is outrageously bad. No offense to her, but she doesn't do any Rank 1 type stuff, and she made it to rank 1.
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@WatchBloodRain said:
I've been running kindred recently, doesnt prevent everyone running to me or letting me get to 2nd stage, I need to get higher teir I'm guessingtier 2 is good enough, as it shows everyone each other's auras, whereas tier 1 only shows 1 person, and tier 3 shows if the killer is within a certain range of the survivor.
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I-frames exist because of certain players abusing the method of camping survivors. Although you could say that it is entirely the fault of the survivor for their demise, it's pretty aggravating to get hooked once, and then be forced to die and de-pip, because the killer decided it so. If you're so upset about i-frames, maybe actually time your hit properly. If the survivor has i-frames after regaining control of their character, it is most decidedly a bug and/or an issue with the connection between the killer and the survivor. I, however, have never had an issue with the i-frames when playing killer.
Also, here's another thought: I-frames will never be an issue for you if you actually kill the survivors instead of camping them. If it's end-game, that's a different story, I suppose.
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By the way, this post is irrelevant to the tournament section. I'd also like to point out that if you expect to constantly do well against rank 1 survivors, you're an idiot. They're not rank 1's for nothing.
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Good job. Now Legion is one of the strongest killers in the game. Are you happy with what you've done?
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@BillyBoiMain said:
Ultra Rare Item: Vigo’s Toolbox: An extremely old rusted toolbox with metal files, screws and hammers. Can be used to repair and break many mechanical parts.•155 Charges.
•Moderately increases repair speed.
•Unlocks the sabotage action.
•Considerably increases sabotage speed.
•Tremendously increases skill check success zones.Well if it's really so old and rusted, should it really better than a brown toolbox?
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Understandable. Lockers are quite useless as it is. Most high rank players never bother with them. Whenever I decide to try my luck at hiding in a locker, the killer always seems to find me.
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@Chewy_Candy said:
@Saint_Ukraine said:
I can't tell if this would be good or not, because I don't know how far meters are in DbD, and I don't know how long it would take for a killer to travel the distances provided.
However, I do like that you'd introduce a new survivor obsession perk.
I don't like, however, that if you are not the obsession, the perk simply becomes a vague version of Up The Ante.I actually couldn't think of anything that would work if you're not the obsession besides that.
But I agree that it would be a vague version of Up the Ante. How about around a 10%/13%/15% chance (which is actually pretty high) as the value?Edit: misspelled a word.
I agree, that is a pretty high amount, considering Up the Ante gives everyone 1/2/3 % luck. I think it should be like Object of Obsession, where non-obsessions have shorter distances aura reading, but instead, it's lockers. I have to say, though. I don't really think this perk would work too well, for the reason that:
1. The devs recently implemented a patch that makes it so if you're hiding in a locker, the killer's aura reading ability is disrupted (They can't see you).
2. Locker placements vary dramatically for each map, so distances for which you would travel to different lockers would not always work properly, in my opinion.
3. This has a lot of potential for glitches.
4. If anyone should have the ability to travel via lockers, I don't think it should be a survivor.That's just my opinion on this. Feel free to ignore it if you must.
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Oh. Dude. That's good.
I like that. -
I can't tell if this would be good or not, because I don't know how far meters are in DbD, and I don't know how long it would take for a killer to travel the distances provided.
However, I do like that you'd introduce a new survivor obsession perk.
I don't like, however, that if you are not the obsession, the perk simply becomes a vague version of Up The Ante. -
@Rebel_Raven said:
Goddamn, Legion is weak as hell, and addon reliant as you get, but I still want to play as legion. What a love hate relationship.I don't think Legion is ridiculously weak; people just need to figure out how to play him. I don't it's reasonable for people to think a killer ought to be able to consistently 4-man without any perks or add-ons, which is what I've heard a majority of people say.
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@Kwanghyun said:
No wonder that ass killer is in the current top 3. He have basically no terror radius with monitor and abuse even at tier 2. basically he's a better wraith who don't even need to decloak and have instadowns when he needs io. Give him normal terror radius at tier 2 since his as trong as a trapper in that form, so M&A wouldn't make him bull$hit to play agains.You must not realize that he's also slow asf. He can't even use his power right off the bat. He has to stare at survivors just to use it. He's not strong at all.
https://youtu.be/0n1-oNPrecc