Saltjar34
Saltjar34
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- Saltjar34
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Comments
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I'm not sure. 5% is really small for how long it takes to even reach bloodlust 2. Then again, any increase in numbers would make it really strong
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@Emeal said:
I really dont like the fact that I can accidentally switch bottles without knowing it.
Please just add the option to link it to another button instead.
Can't you just manually bind it? I mean, isn't that something scroll wheel Hags do?
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With how bad the latest crown is, I don't think it has a place anywhere. Still a good idea for other crowns though
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Standing still mindgame is usually the worst so weakening that is top priority. I can go with your changes
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Most people suggested to make it like Iri Coin since unlike sniper Deathslingers that aren't real, sniper Huntress is something that actually exists and takes a decent amount of skill
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@cobalt22 said:
https://forum.deadbydaylight.com/en/discussion/comment/2346809#Comment_2346809
It sounds like a perk doesn't it?
Do not make perks that rely on failing skill checks, especially for such a minor effect like Hemorrhage. It's very unreliable on higher ranks
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@Trickstaaaaa said:
Also give wake up a buff. It should open gates at least 40% faster, 10% is incredible low.
Any buff would do. It's an endgame perk so why is it so situational?
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The worst part about Technician to me is that if you're working a gen with another survivor, they are not affected by the effects of Technician, making the stealth aspect of this perk useless and in the long term, make this perk anti-synergyzes with Prove Thyself and Better Together.
Either make a perk that encourages survivors splitting up or allow Technician to affect everyone on the gen you're working on. That's how you buff it
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This would be a nice change. Nemesis is sometimes pretty confusing and don't get me started on survivor obsession perks. I'd love this change
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Just increase the numbers on the perk. Or make it remove the aura bubble from the generator
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This is a pretty great idea. The best part is even if a sandbag leads a killer to your locker, you can stun the latter and still escape. If this change happens, I'm bringing this perk to my sandbag with friends session.
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I kinda like the hook idea but not how it works. Personally, it should be gaining a token for every 3 hooks another survivor suffers
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Just make Shroud of Binding basekit. Remove 2 offerings from the bloodweb and force them to run Shroud of Separation. Yes, move Shroud of Separation to survivors
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@VenomousHawk86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2266591#Comment_2266591
Yes I was around when leader affected repair speed, generators also didn't incur any diminishing returns based on the amount of survivors repairing a generator in that day.
Prove Thyself is fine as it is, it helps repair gens faster when two survivors are grouped up on a generator. Just like how every second chance perk buys more time for other survivors to do generators. The point of my suggested change is to make blood pact a more desiring option, if you pull it off the perk works out to be a prove thyself + some aura reading. But prove thyself still works out the gate without needing to heal first. and if you Stack them together? alright that's minimum 3 of the survivors perks to do that, and then also play grouped up which has it's own downsides.
The best way to know how powerful a perk is, is to see the most effective usage of it :
2-man SWF, both with purple toolboxes and BNPs (Obviously)
Their builds
Blood Pact
Prove Thyself
For The People
Resilience (Or We'll Make It)
The problem with your idea is that it doesn't stack with Resilience since after all, you're trying to find opportunities to heal your teammate as often as possible. We'll Make It helps since unhooked survivors are always injured. However, you can use For the People to purposefully injure yourself for an insta heal and to proc Resilience (Bonus points if neither you or your teammate is the obsession).
So there you have it. Insta heal and repair speed that stacks with Resilience. That's the most broken scenario I can think of. 2-Man SWF has never been more viable
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By looking at a survivor's direction, does it activate when they're behind walls?
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@UMCorian said:
Sorry. Survivor mains are starting to whine about Franklins. Killers are starting to defend it.
The result: Franklins will be nerfed to uselessness soon.
https://us.v-cdn.net/6030815/uploads/WCSCGIKQ6MB3/2c45e573a882f3daf849b46e9381b1d0.png
Dude, you predicted the future!
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Bad news, everyone. My defense wasn't good enough and now Franklin's got nerfed
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@danielmaster87 said:
The game probably couldn't handle something like that.
Knowing BHVR, this would probably lead to a Legion bug
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@bowo said:
i'd be alright with this as long as they fix the "silent when downed" bug once and for all.
Wasn't this bug tied to Iron Will or was it just every time?
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/2264171#Comment_2264171
It's broken because the area of detection of the screen is very small/central and you have to look at him for 1.5 seconds continuously to reveal him.
If you remember how the reveal mechanic worked in the PTB that would actually be perfect for Premonition. It was unfair for Ghostface since he was revealed out of nowhere when in stealth and from survivors looking at him from 32 meters away out of the corner of their screens due to the massive detection area on the survivor's screen. However, since Premonition works within 16 meters survivors would already know where the killer is there due to the terror radius, while stealthy killers have Undetectable to counter it, so the massive detection area on the screen wouldn't be a problem.
Plus the perk activates instantly when losing LOS of the killer, unlike needing to look at Ghostface for 1.5 seconds.
I guess that can work. In that case, I can see this being the survivor equivalent of I'm All Ears (Aura reading in chase). Alright, seems like a better perk than the one we have now
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@ViolentSh4de said:
https://forum.deadbydaylight.com/en/discussion/comment/2253094#Comment_2253094
I would love this, Old Hangman's Trick was an awesome perk and I know people who ran it 24/7
Wait really? Were sabo squads that common back in the day?
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Yeah it kinda sucks that PH's BP gain is kinda messed up, for survivors since they can't get WGLF stacks and for the killer itself since they can't get devout and BBQ stacks (Easily at least)
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@ZonkyWizard said:
I agree, it's the cool down that should get removed.
Or the basic attack requirement, or the hex part
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@[Deleted User] said:
Gen Kicking can be significant if you know exactly where all Survivors will be and the likelihood of it regressing for a longer period of time.
New Killers don't.
Nerf passive after-kick regression a bit, but add like a 5% base regression to a Kick. The resulting change in audio would also likely make it feel just a slight bit more impactful too.
Here's a funny thing about instant 5% regression, it would discourage gen-tapping since you'll be able to kick the gen again, thus shaving off 10% progress
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I just want overheat removed. That's all I want
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@VenomousHawk86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2264184#Comment_2264184
That is just excessive
I mean, if you're freeing yourself on your first attempt, I don't think that's too excessive (That's what I meant by removing RNG)
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/2264188#Comment_2264188
I wish we could use moon offerings there 😥
I kinda miss it too
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Since nobody on this thread has posted a bait image, I will
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@Phasmamain said:
No add on currently is strong enough to be a hex besides maybe scalped topknot or tombstone piece
Hex : Piece of Tombstone
Yeah that doesn't exactly sound right.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2265473#Comment_2265473
Wouldn't it just be better for a buff to let you keep your Main Event?
Like make it slightly weaker, but it doesn't disappear.
Nope because apparently it'll bE UsEd FoR cAmPiNg. Seriously, that's the reasoning behind people who deny the ability to keep Main Event.
I personally would like to keep it but any buffs to Main Event would acceptable
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@Seraphor said:
I don't understand how custom games aren't custom.
You can choose any perks in the game, any perks at all, you don't need to grind for 5000 hours to unlock them all, they're just there, ready to use.
You can swap between killer/survivor/spectator at will.
You can choose maps without offerings.
You can enter with fewer than the minimum number of players.
You seem to want to play an entirely different game.
Mainly since every time someone makes an idea about a new game mode, everyone would always shoot it down claiming it would SpLiT tHe FaNbAsE. Honestly I just want the devs to focus on the current game so having fully customizable games made by the community isn't so bad
Also I want a 10x server so that I can sprint burst at 1500% speed for 30 seconds and then get exhausted for 400 seconds
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@Karao_Ke said:
Don't forget to add shirtless Myers😳😉
How could anyone possibly forgot?!
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2261373#Comment_2261373
I have not. And my point still stands, having two survivors run this just to activate the effect for each other could and would be annoying and too good.
They need to be hooked, chased, or in a dying state while also being close to each other. You know how stealth requires you to not have been found in the first place. Also almost all killers except Twins benefits from survivors grouping up so I still don't see how this would be too good
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I kinda like Impossible Skillcheck builds
I personally Unnerving should inherit old Ruin's ability. After all, Terror Radius is an incredibly inconsistent thing and many people miss old ruin
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Now that you think about it, besides Red Herring which needs an activation condition change, there aren't exactly any anti 3-gen perks for survivors. Problem is most 3-gens are the result of poor decisions in the early game. In other words, this perk is still pretty balanced
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2261571#Comment_2261571
That would probably be too strong, since both are capable of damaging targets, and the two of them out at the same time would probably wreck just about anything due to the sheer amount of pressure put out.
But it would be nice to have a half-and-half killer, where the main player is simply a 115% M1 striker, but the co-op partner has utility powers. Like a ghost, unable to directly harm survivors, but able to block windows, pallets, incapacitate survivors and set off loud noise notifications.
Off the top of my head...
THE MOURNER
Requires two players to play.
Movespeed: 115%
Power: The ghost of your beloved roams the map in the form of THE POLTERGEIST.
THE POLTERGEIST
Movespeed: 130%
Power: Press CTRL to go invisible, lowering movespeed to 110%. When uncloaking, set off a loud noise notification, terrifying nearby survivors, interrupting their actions.
Activating the power button allows you to seal a window, hold a pallet, or seal a locker for 3 seconds. 20 second cooldown.
The Poltergeist can not injure survivors.
I mean, if changes were made to remove their ability to camp and slug efficiently, they would need something else that makes them stand out, something like co-op
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The problem with your honing stone idea is that healthy survivors who step on a trap are automatically injured. The reason Honing Stone is so good is because it fixes the problem with injured survivors having no effect upon stepping on a trap. So unless its meant to be combined with Padded Jaws, I don't see why this add-on would be any good
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@glitchboi said:
Dead by VR would be fun and awesome, but should absolutely be a custom game exclusive thing.
Seeing as to how the greatest problem with VR is open spaces and motion sickness, what if the mode only has indoor maps and stealth killers?
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As cool as this idea seems, we already know that slugged survivors are pretty good at hiding and a slugging killer would use Deerstalker so I guess this is more of a minor buff
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@VenomousHawk86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2261341#Comment_2261341
It's not over bearing
One character can run prove thyself and grant 15% to another survivor they are grouped up with at any time.
My Blood Pact idea grants 14% only if two survivors, one being the obsession, heal each other, and then start a gen
Prove thyself isn't ruining everyone's games as is and it is way more consistent in performance and more effective. Also if a swf stacked my blood pact idea with prove thyself sure they do gens faster but that's less perk slots for unbreakable, self care, sprint burst, balanced landing, decisive strike, soul guard, kindred, borrowed time etc. which are all perks that can buy time for other survivors to do generators.
Perks need to be powerful especially if they want you to play in a typically sub-optimal way like blood pact.
Did you know that there was a time when Leader also affected repair speed? Yeah that wasn't fun. The only thing stronger than second chance perks are perks that increase repair speed.
Every once in a while I would find threads asking for nerfs on Prove Thyself despite it being mostly bad. That's how bad repair speed perks were
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2252713#Comment_2252713
I don't know about that. I think it would be very abusable. The reason why I choose the killer to stop the timer when nearby, is because it would punish the killer for camping. Being able to stop the timer at will wouldn't be good for the game because you would have basically 2 ½ minute hook time instead of just 2 minutes, no matter if the killer is camping or not. I wouldn't say that being able to stop the timer at will wouldn't be healthy for the game. Just really bad on the killer side.
Thank you for sharing your idea with us! It was a pleasure to read about it ♥️
I mean if you think about it, this perk is only useful for one point in the game. Making it strong during that one point doesn't sound so bad. That's the logic of good endgame perks
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The problem with opening the gates yourself is that you don't know how much progress the survivors had on those doors and you might just open one with only 75% progression. I'd rather just fix this by adding more light bulbs on the switch (Until there are about 10 lights) so that you can tell more specifically how many seconds it would take for the gates to open.
It takes 20 seconds to open the gates so with 10 lights, one light will turn on every 2 seconds of progress
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The greatest problem with Insidious is that its only purpose is for camping. Also, free aura reading is kinda broken, don't you think? At least Whispers is horrible in the mid game
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@loopsahoy said:
Sandbag perk
Now I want to use this perk in my sandbag with friends session. Add it to custom matches, BHVR
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People have suggested adding a time limit to matches. I think they were supposed to be around 15-20 minutes. Helps against incredibly immersed survivors
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@6yXJI0 said:
Counterforce is total garbage, simply because 4 secs isn't enough to memorize totem location. Detective's is 10 seconds and can show you all the totems.
There's still the stackable speed boost. Also BBQ and Bitter Murmur are also around 4 seconds of aura reading... Honestly I just wish all aura reading perks are always above 6 seconds
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No the problem with DH is when used for distance. Just make it so when activated you become invincible for 1.5 seconds or so
Also the Trapper problem can be fixed by making bear traps ignore invincibility
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@Avignon said:
shrug i've kinda given up on totems, between people with over 1k hours knowing all the spawns, SWF, Small Game, Maps, and the upcoming CounterForce, it's a cause for celebration if your hexes last past the opening minute. I've gone with Corrupt / Pop on allmost all my killers .... then bhvr decided they'd add a freaking LANDMINE perk to counter kicking....
Technically it just cancels the first kick before it even happens. You can always kick the gen again to activate whatever perks you wanted to activate
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Now this idea is a custom match
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@ClumsyTrapper said:
Bp limit was initially implemented because hackers were giving themselves unlimited BP and/or ridiculous Bp multipliers per match
However that's not really a thing anymore and the grind is hard enough. They could at least raise the cap to 2 mil
Or just remove the cap altogether.
