Saltjar34
Saltjar34
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@Yords said:
I did say the restraint addons
Right, sorry. I didn't fully read the first sentence in the post
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A suggestion, what if this ability was instead put on Restraint add-ons? Doctor's basekit madness can already create illusionary doctors so I do think that it would be better on Restraint to replace the prolonging of illusions
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@Blueberry said:
Overwhelming Presence would still be trash even with this change.
You're talking about sniping the exact 20 seconds of time they are using said medkit or toolbox which is a small time period.
To be honest I think the perk needs an entire rework to do something completely different. Two perks for the same purpose of combating items just seems redundant. Wasting 1 perk on removing items is "generally" already a bad idea, much less wasting 2.
For how annoying people find Franklin's it's honestly still pretty bad. Hypothetically we could make Franklin's make no items usable all game as a passive and it would still be not worth using bar some extremely off scenario of like 4 purple medkits. I don't say this because it's what the perk should do, it's just to get a point across. The point being that if that hypothetical Franklin's would still be bad, then our current one is terrible.
This is a similar sentiment I have with the killer Exhaustion perks we have available.
Here's the thing, that 20 seconds of 50% regression essentially eats 10 charges. This means 2 things can happen. 1. The survivors would use their items early to use up all their charges thus allowing you to either snowball off their lack of items or force them to open chests and 2. Keys would lose their charges since they can only be used near the end game. It would take 3 downs to eat an entire skeleton key which shouldn't be too hard.
Now I do agree that Overwhelming should be reworked if they don't plan on buffing it. After all, a perk's purpose shouldn't just be to deal with one thing since there's a chance that the thing it's supposed to deal with won't appear. However in my defense, if that perk can counter a limited variety of things then it has the right to remain in existence. Calm Spirit is the example for survivors since many perks in the game make you scream, some of which can make you exposed. Even then, it's still not good and is probably floating somewhere in C tier despite Infectious Fright being S tier, the same problem happening to Franklin's despite keys being a very powerful item.
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I mean, as nice as that sounds, one of the main problems of Repressed Alliance is the cooldown. I'd still probably half the cooldown along with your proposed buff
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@Kees_T said:
Huntress have her weakness because she can easily down multiple survivors in a short amount of time, Deathslinger in the other hand, can only harm 1 survivor at a time during a short time.
Yes, I agree. Slinger can't exactly snipe survivors across the map. I've already edited the post and made my suggested downside less severe (The clinking boots can only be heard in a 16 meter radius to keep the M&A synergy and Slinger's reload is silent at the cost of his aim creating noise). Still, I sometimes wonder how a secondary terror radius is supposed to keep Huntress from sniping people across the map.
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@Yatol said:
the first part of my idea is when the match starts, the survivors will have a status effect called something like "wide awake" the way it will work is unless Freddy hits them survivors will not fall asleep (encouraging strategy that keeps survivors injured), once Freddy hits a survivor they lose the "wide awake" status, they can only regain that status after being hooked.
the second part of my idea is Freddy cannot see how close survivors are to falling asleep if they have the "wide awake" status but if they stay near him they gain progress toward falling asleep (even if they are "wide awake")
The Addon "Black box" and "Red pain brush" stay the same, the survivors who start asleep will not get the "wide awake" status until they get hooked once (in the case of black box the obsession cannot get the "wide awake" status unless they are hooked without being the obsession.)
So a question : What idea do you have with Freddy's dream projection? It gives a lot of map pressure and with Tinkerer it's pretty broken. I have a suggestion, make it so he can only teleport to generators he kicked last. It makes Pop+Surveillance good but not as oppressive as current Tinkerer Freddy
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@Kees_T said:
Freddy can't see Survivor's timer to fall asleep, it's only visible for the Survivor, the only thing the Killer will see on his screen is the awake or sleeping icons.
I agree with your changes. My idea is the same as yours:
- Survivors will only sleep when Freddy hits them. There's no logic for survivor to automatically fall asleep, he should work for his power to work on Survivors.
- Snares placed will automatically vanish after 30segs. The fact the he can pre-trap most loops is strong
I actually have a different idea for his snares. Make it so he has to stop in order to place them. Basically his snares become Hag traps with Waterlogged Shoe, losing their ability to be placed directly in front of chased survivors to slow them down in chase.
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Pharmacy, it is my favorite perk solely for its ability to deal with RNG by giving a guaranteed healing item. I just wish it increased medkit efficiency or number of charges instead of that useless rummaging sound reduction.
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One funny way to use the cooldown on MYC is as a DS timer. Other than that, yeah I agree, it shouldn't have a cooldown. That or the cooldown should be 30 seconds across all tiers
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@MikeyBoi said:
https://forum.deadbydaylight.com/en/discussion/221144/sound-cues-deathslinger-and-undetectable
https://forum.deadbydaylight.com/en/discussion/221144/sound-cues-deathslinger-and-undetectable
I couldn’t imagine using beasts of prey over monitor on slinger. A decent audio cue before slinger is about to shoot his gun is when he’s reloading his gun prior to shooting. Survivors that listen to it play more safe/ pre slam pallets and will juke wide left/right depending what angle they’re being chased from.
Yeah that's the issue. I would personally switch the audio cue for Slinger's aim then reload due to the problem of guessing. Currently the only couterplay against Slinger in chase is to play safe which can get tedious sometimes. By giving the audio cue on the aim instead of reload, it allows split second mind games for both Slinger and the survivor which I assume is what everyone wants based on the complaints I've read.
But yeah, maybe the clinking shoes are a little too much. For the sake of keeping Slinger's synergy with M&A, what if his boots can only be heard in a 16 meter radius? After all, I've already suggested that Undetectable removes all sound cues. The only thing the clinking shoes will prevent is synergy with Oblivious.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1891662#Comment_1891662
You must play Huntress in a very weird way if you think holding Hatchets for ages on indoor maps is a good playstyle. And as for Jungle Gyms where you hold it for ages staring at a window to anticipate the survivors run past it, having the limit of hold time makes it so the interaction on both ends is forced; meaning as Huntress you'll need to actually have to manipulate movement to get the throw rather than just stand and let the survivor do all the work, and as survivor, you need to predict in advance if she'll throw through the vault or if she'll move around to the outside.
Hillbilly is actually perfect now. The limit to his power if overused is great, just like with Nurses cjarge timer too. If you cannot see that certain killers need certain restrictions to their power then it's pointless to even debate with you.
https://forum.deadbydaylight.com/en/discussion/comment/1892061#Comment_1892061
Her 40m non-directional lullaby is not one of her weaknesses. Let's just get that out the way of the bat.
Are you really telling an ex-Huntress main that a 24m Hatchet is borderline impossible and will miss most of the time? Ok buddy.
I'll bite, what buffs does this very strong killer need?
"Hillbilly is actually perfect now. The limit to his power if overused is great, just like with Nurses cjarge timer too. If you cannot see that certain killers need certain restrictions to their power then it's pointless to even debate with you"
You don't want to debate, fine. I'll just leave this quote of yours here in case you try to edit it and for safekeeping. I now know that you're one of those people who supported the gutti... Oh sorry, I meant "rework" of Nurse and Billy's basekit.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1890877#Comment_1890877
You really missed my point didn't you. I clearly was not saying hold the Hatchet forever, obviously I am talking about the fact that the longer she holds it for, the more it removes certain outplay potential in tiles and distance juking...more or less word for word what I said in initial post.
My changes would reduce scumminess and lazy play drastically, since the Huntress would have a solid punishment. So many Huntress' hold for ages until the get the angle they want...my new way makes them actually aware that the angle is only available for a certain time slot, it makes them get better, yeah, a higher ceiling, but that is only because her current one has too much room for error and way too leniant, it's lazy.
Huntress should not be sped up without Hatchets, at base or with add-ons, otherwise it gives rewards for spanking your power and gives way too much reward to a power that is already great at 2-tapping instantly
My point still stands, that ability to wind up hatchets for long periods of time is what allows Huntress to be semi-competent in indoor maps and jungle gyms due to them having multiple LOS breakers and corners. If she somehow corners you in an indoor map while moving at 77% speed, I'm pretty sure you deserved it. Plus it would also punish skilled players who are great at sniping survivors across the map since they usually rely on survivors getting to specific spots. Your change just seems too punishing for newer players who are either indecisive or has not developed muscle memory and as I said, it would make the skill-floor higher on a killer with a high skill floor.
But in case you need an example for what your changes would do I'll use Billy as an example. Back then you could rev your chainsaw for as long as you want, either to pressure survivors into pre-dropping pallets or to make yourself look like an idiot. As a bonus, it also helped out newer players learn when to release the chainsaw and when to just go for an M1. Now that Billy has an overheat mechanic, it puts too much pressure on newer players while Billy mains are completely unaffected. Personally Billy only needed an add-on pass but then Behavior happened.
Your changes would ruin Huntress mostly for newer players while reducing her viability in jungle gyms and indoor maps. Also yeah as I said, walking Nurse exists so really can't see why making Huntress a 115% at the cost of not having her power available would be so bad. Worst case scenario, it becomes a crutch that you can insult people for using. The point of a crutch is to make hard things easier at the cost of not being able to perform better.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1890052#Comment_1890052
Yeah I do, it is a very lazy playstyle that is more Huntress sided that borderlines on very annoying. If you wind up a Hatchet, you do so with the intention of either throwing it or baiting the survivor to stay on your side of the vault to get a free m1. By no means should she be rewarded fo holding it, holding it, holding it and then releasing it when the survivor has no more room to juke or has moved enough into confident hit range, it is very lazy and boring. If you wind up you should be forced to commit throwing at some point soon after.
Aura reading add-ons should not exist, on any killer. Again, it is a lazy perk, Huntress with it is ridiculous, and pretty much unplayable if the map favours her.
No, Huntress should never be 115%. All you'd see is crap Huntress' not reloading in order to get rid of stong pallets and only reloading when there are now unsafe tiles and minimal outplays. Again, that's very lazy gameplay. Plus, no one should ever be rewarded for not having access to their power XD that's a ludicrous idea. Almost like giving Trapper a speed boost when his traps get disabled lol
You do realize that Huntress gets slowed down to 77% movement speed while winding, right (I used a calculator. 3.08÷4=0.77)? That basically means that she is completely incapable of catching up with survivors while winding up unless they try to double back. Nobody achieves anything by winding up forever and soon the survivors will catch on if you try. There are only 2 scenarios where winding up for long periods of time helps and they are both very essential to Huntress.
1. Sniping a survivor either across the map or from a building
2. In indoor maps with lots of LOS breakers
As for aura reading add-ons, people love Jumpscare Myers and Bloody Glove Oni. It's way more fun than having to deal with Hair Bow and Scalped Topknot all the time. Besides, I don't think I've heard of anyone complaining about All-seeing Blood, Willow Wreath, Restraint, Amanda's Secret and Letter, or Tattoo Middle Finger. These are all the strongest aura reading add-ons and frankly, there's always better ones than them. I haven't even gotten to the terrible ones. Besides, that pungent vial could've been Iri Head since the former can be swapped with I'm All Ears.
Honestly, I would love Trapper to have an add-on that powers him up when he has no traps in hand but I guess I have to settle with Iri Stone. But either way, there are 2 add-on that kinda speeds up the killer at the cost of their power. There's Waterlogged Shoe which is famous on body-blocker Hag, and Matchbox on Nurse. In case you're wondering, Matchbox allows you to play the famous "Walking Nurse" build, that one build where Nurse equips Bamboozle and Brutal Strength. I can imagine an add-on that @kaeru explained looking like this.
Heavy Handle
Moderately reduces movement speed while carrying hatchets (-5%)
Moderately increases movement speed while not carrying hatchets (+5%)
Cooldown of successful attacks is increased by 20%
Basically it gives Huntress a small chance to catch up when she runs out of hatchets mid chase but only if the survivor is injured to begin with, meaning the Huntress still has to hit the survivor with a hatchet in the first place.
But either way, I think your changes would only increase the skill-floor of Huntress, thus scaring away newer players who want to play her. So I have a question, are you the person who was responsible for what happened to Nurse and Billy?
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I found this gem of some posts today
I'm not mocking them by the way. I mean, I made a thread regarding an alternative to DS recently. I just find the placement to be oddly funny
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Maybe they got that glitched totem spawn that made it impossible to cleanse? That or it could be because they dropped Detective's Hunch or Small Game thinking the totem meta is over
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Weirdly enough, that map RNG is what made WoO and Zanshin Tactics worth using in high ranks. Otherwise experienced players will just memorize where pallets and windows are.
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Song of Horror had some Lovecraftian themes and I can totally see the Silence or the Requiem hunting down Sophie and Etiene in DbD
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Your idea for Hangman's Trick feels a lot harder to use. I have another idea for it.
While carrying a survivor, all hook in a 16/24/32 meter radius cannot be sabotaged by hand (Breakdown still works)
For every survivor that is hooked, decrease toolbox efficiency and sabotage speed by 16%/18%/20%
This is mainly because body-blocking sabo squads are annoying to play against and Hangman's Trick was supposed to exist to counter said squads
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Instead of adding a new stealth perk, why don't we buff the ones we have?
Lucky Break : The timer rewinds while you're healthy
Poised : Every time a generator is completed, gain a token. Each token gives you the effect Poised usually gives.
Lightweight : Removes the sound of your footsteps
Distortion : Gain tokens the same way you gain tokens for Stake Out
Deception : Give it another button to activate
Sole Survivor : Make it instead activate with the same conditions Desperate Measures does at the cost of lowering the numbers
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There's a basekit aura reading for dying survivors that lets them see their teammates and vice versa. That's one of the reasons why Buckle Up is so bad. Personally I would make it map wide, ignores blindness, and lets you see your teammates being carried
The recovery and wiggle progress of dying Survivors can be determined by the intensity of their auras at a distance of 128 meters.
When you heal a Survivor from the dying state to the injured state, both you and the survivor see the killer's aura for 3/4/5 seconds
Buckle Up ignores Blindness and aura cloaking abilities
Your aura cloaking idea doesn't seem too great because Deerstalker's purpose is to know when and where the survivor is being picked up (Or where they have picked themselves up), not to pinpoint their exact location. When the aura reading goes down and the dying survivor isn't in the injured state in the HUD, that's enough information on that perk to hit both the healer and the dying survivor. It does work against Nurse's but since dying survivors can recover, it gives a very small window of information.
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We'll see that later in a PTB when Mindbreaker gets buffed.
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@Trashmaster said:
Making surge work on special attacks is just a direct buff for A tier killers while the perk is just as bad for most m1 killers.
So yea the basic attack requirement better stay though the effect could be buffed or the cooldown cut a bit
Have you forgotten who's in the top tiers? Slinger, Hag, Spirit, Freddy, and Nurse. Meanwhile I get punished for wanting to use a perk on Oni. Basic attack requirements are dumb and lazy. For the sake of "consistency"? Yeah right. Unless you're only supposed to injure like Sloppy or Franklin's, there's no reason why killers should be punished for using their power properly.
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@indieeden7 said:
So completely remove potentially 3 perks from a survivors loadout? If this was made then I would personally also expect one that only allows killers to use 1 slowdown perk.
Someone once made an idea about a mechanic that buffs slowdown perks when used themselves while weakening them the more you put in your load-out.
@bjorksnas said:
Buff, Slowdown perks become more effective alone
Nerf for each addition slowdown perk you have they are less effective
Example of perks alone
Dead mans switch after hooking the obsession this perk activates for 35/40/45 seconds or half as long on a non obsession while activated if a survivor stops repairing a not fully completed gen it becomes blocked for the rest of dead man switches duration.
Surge alone, Downing a survivor damages gens within 40 meters and instantly regresses them by 8/10/12% (no cooldown, no basic attack + more range + more slowdown)
Pop alone, After hooking a survivor the next generator that you damage within 40/50/60 seconds instantly regresses by 25%
Surge + Pop together
Surge, downing a survivor damages gens within 32 meters and instantly regresses them by 8% 60/50/40 second cooldown (no basic attack requirement)
Pop, After hooking a survivor the next generator that you damage within 35/40/45 seconds instantly regresses by 25%
Basically the more slowdown perks you have the less effective and more restrictive they are but using them alone is strong to encourage build diversity
Example of what having 4 slowdown perks together might look like
Surge, downing a survivor with a basic attack causes a random gen within 32 meters to instantly regress by 8%, this effect has a cooldown of 60/50/40 seconds and goes on cooldown regardless on if a gen was in range or not
Pop, after hooking a survivor the next generator that you damage within 20/25/30 seconds instantly regresses by 20%
Corrupt intervention, the farthest 2 gens at the start of the game are blocked for 60/75/90 seconds
Thrilling tremors, When picking up survivor generators outside of your terror radius are blocked for 12 seconds this effect has a 100/80/60 second cooldown
Hex Ruin, generators within 24 meters begin regressing at 150% speed when not being worked on
(undying does count as a slowdown perk for the sake of ruin undying)
I can see that being applied if this "Second Wind" idea is added
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There are 2 problems with Unbreakable
*You get to pick yourself up with the only cost being a perk slot and being unable to do it again
*If a killer is dedicated to slugging, they'll just ignore Unbreakable and slug you again
When compared to the requirements of No Mither and Soul Guard, Unbreakable seems pretty easy to activate. Hence why I think you need to earn these tokens by doing something healthy.
After helping a survivor fully recover from the dying state, if the survivor is not put into the dying state for 20 seconds, gain a token.
While in the dying state, you may fully recover at the cost of 1 token
Increases recovery speed by 5%/10%/15%
Basically it encourages survivors to be smart with altruism, discourages slugging even more, pairs decently well with Buckle Up and WGLF, and makes Deerstalker and Nurse's really good.
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If you want to give overcharge a cooldown, you need to give it a stronger effect. Right now its effect is absolutely worthless in high ranks. Here's an effect that makes it cooldown worthy and somewhat worth combining with Gearhead or something.
After kicking a generator, great skill checks during repairs on that generator do not grant any progression bonus. This effect lasts for 30 seconds or until a survivor fails a skill check on that generator. Failing a skill check on that generator grants an increased 3%/4%/5% extra regression penalty.
Overcharge can only be triggered once every 30 seconds
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The problem with the current BP cap is that it invalidates certain add-ons and perks that increases BP gain. I do know a good change to fix though. Make it so that the BP offerings increase the BP cap in its category. For example the Primrose Satchel allows you to collect 12.000 BP in altruism and the Ardent Tanager Wreath allows you to collect 16.000 BP in brutality. Cakes, streamers, and envelope would probably still be unchanged due to how big the percentages are on those things
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I remember Scott's argument against Slinger's general existence. The problem with killers the community finds boring is that they don't let survivors use what they've learned so far. That argument works to an extent until you realize that Slinger's skill floor is pretty high, on a game without practice mode. Any time Slinger makes a mistake, it is punished severely due to his lack of map pressure and unlike Huntress, he can't snipe people across the map.
But the problem is once a player reaches that skill floor, there's nothing else standing in their way. They're already an almost inescapable killer the moment they rise above the bare minimum. I wouldn't call this a flaw in game design since most sniper characters in FPS multi-player games are also balanced by that high skill floor.
TL;DR : Slinger is forced to chase optimally, making him painful to play when you're bad but allowing you to make others feel pain once you're good which the latter is apparently a bad thing.
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@Chanita said:
https://forum.deadbydaylight.com/en/discussion/comment/1879806#Comment_1879806
While the blood pact tried to be a perk to slighty reward coordination with another survivor, your idea seem to reward the survivor for literally doing nothing but losing.
I only suggested a little more control in who you using blood pact with, it would be nice to play with a friend and be able tomake some fun plays with that extra 7% speed or at least deceide who you using the aura reveal with.
Protection hits are a viable strategy, otherwise MoM, WGLF, and Forced Penance wouldn't exist. I don't get how it counts as losing.
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@Chanita said:
I think this perk would be better if it didn't depended on an obsession to work, and it let you choose at least once per match who is gonna be your "blood pact"
Current perk rng system can be used on someone that's not even doing anything the whole game so it becomes an useless perk.
Personally I would add a secondary ability.
While you are the Obsession, any damage that would've put you in the dying state from a protection hit inflicts Deep Wounds instead. The survivor you've protected will became the Obsession
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@HazeHound said:
I think every survivor perk serves some kind of purpose now, but Sole Survivor is really meh at best, same goes for Left Behind. The ideas behind the perks are really cool, but in reality are not that useful.
Sole Survivor is meant to be used with Object of Obsession and only in this single case it does have sense. I would really like to see this perk useable without comboing it, but also not making it broken.
Proposition: To indicate that perk is working correctly it operates on stacks. You gain stack if any of other survivors is: dead, sacrificed, disconnected. Sole survivor trumps detection measures to a maximum range of 20/22/24 per stack.
This way this perk is actually doing something if people just disconnected (but not escaped as it would be against perks theme) and it also gives survivor good chance after hatch is closed, as it would also counter whispers... and could actually by usefull on it's own.
Speaking about hatch
Left Behind. It only works when you are the last survivor in the trial... and as much sense as it makes considering the theme, it is actually almost useless in it's current form. Cases when you need this are very rare... and when you actually need it... it doesn't work. Other survivor is dying on the hook, the animation takes so long that you might as well not have this perk and find the hatch just by listening to it once it opens. Killer is most likely there already.
Proposition: Make it a general buff perk, similiar to how it really helped with doing gen alone when you needed two gens completed for hatch to spawn. If you are last person alive receive 15%/20%/25% bonus to every action with bar (opening gates, doing gens, totems, healing, sabotaging, disarming traps, searching boxes and chest, you get the idea) and gain unstackable 5% haste effect.
This way this perk actually helps with opening gates, reaching them, cleansing noed, healing to full. Current version is just thing only useable with key in hand... and you know where the hatch is anyway most of the times. You also have maps for this.
PS: I actually am a killer main and I wouldn't mind those changes one bit, it helps to be the sole survivor, thing that is frown upon to build for, but thematically being one of better choices to try and survive. Killer won anyway if you get value of these perks anyway.
So here's a fun fact that I learned while seeing someone trying to get adept Laurie. You can actually use OoO to sandbag your teammates and get value out of Sole Survivor. Personally, that sucks and unlike Left Behind, this perk rewards sandbagging to get value. Personally I would reduce its range and make it work like Desperate Measures. Basically :
Your aura cannot be read by the Killer within a maximum range of 12/16/20 meters for each injured, hooked, dying, or escaped Survivor
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
Also for your Left Behind change, I think you should double the numbers
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There is one. It's called Tinkerer
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I once wrote this change in another thread.
Jump Rope
Moderately (20%) reduces the chances of survivors triggering healing and repair skill check in the dream world
Swing Chains
Slightly (10%) reduces the chances of survivors of survivors triggering healing and repair skill checks in the dream world. This penalty is increased for every survivor in the dream world.
Basically they become budget Red Paint Brush which I think should also be changed.
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The Houdini build is one of my favorites against Spirit. It's basically Dance with Me, Quick and Quiet, Lithe, and Iron Will. It works pretty nicely against Spirit and will be stronger if her phase noise glitch is reintroduced. It doesn't work on Mother Daughter Ring users though since they could never see scratch marks in the first place anyway.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1876531#Comment_1876531
That's a good idea to encourage spreading hooks for newer or less skilled players. Perhaps if that were basekit though they might make it easier to remove torment.
Heck no. Even when torment lasted until an uncage you could almost never get any value out of Iri Seal. Remember, Rites of Judgment is a trap and the killer has to be strategic in where they place it. If you're not crouching over it or if the killer manages to lure you to that trap, I think it's safe to say that they deserve that value.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1876505#Comment_1876505
He has to be within 5 meters or so to not cause it to teleport which is laughably low ingame. Also is iri seal that weird insidious on trails one? Honestly he has no many bad add ons that I tend to not use any.
Iri seal is the one that reveals the auras of tormented survivors after caging. My change is to make it basekit as well as having it proc after an uncage. Since the uncaged survivor and the one who uncages them will lose torment, they won't be read. This also comes with a downside of losing the loud noise notification for uncages to avoid tunneling.
Also since the cages will spawn far away from PH, it's basically a waste of time to go to the cage and even then the survivor might just get released before he arrives making it better to just go and hunt someone else, a thing that'll be easier if Iri Seal is basekit. Remember, this thread is about tunneling.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1876443#Comment_1876443
In regards to guessing I mean that they can't run ahead of time to where it is. So they can potentially lost up to 20 seconds or so depending on how far it is. You can make a general prediction depending where on the map PH is but its not concrete. Sorry if that didn't come across.
I get your apprehension about perks like BT and such but in my opinion this is a good thing. While I don't play that way myself and it seems like you don't either. I've not played against a PH since his release that didn't immediately beeline to the notification knowing they had a risk free tunnel to death.
Camping/Tunneling is a playstyle that should be discouraged as its boring for the killer and boring for the 3 survivors who aren't being pursued or trying to bait chases and being ignored. Making killer/survivor perks work with them would only buff good killers by allowing more build variety (imagine Devour with quick cages and new Undying, for example). And would punish bad killers. My two cents.
PH can't camp. His cages literally teleport when he's near them for too long. Plus he'll usually never slug a downed survivor if they are tormented. That 2 out of 3 annoying killer strategies gone (Camping and Slugging).
Anyway regarding the thread. I think a good change to lessen PH's tunneling while still making him more powerful in other aspects is to make the Iri Seal basekit but it also activates after an uncage while removing the loud noise notif. That way the unhooker and the hooked survivor get to leave Scott-free while everyone else is screwed. Iri Seal is weak enough that making it basekit would just be niche instead of OP.
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Personally the 2 things everyone wants the most out of these killers is to have GF's reveal mechanic fixed and Plague's deviousness BP gain increased beyond single digits.
But for your plague idea, I think a good change would be to change one of her add-ons and make it so that infected survivors are inflicted with Hindered (3%) and Mangled instead of Broken. That way you make it harder for survivors to get anywhere and force them into wanting to cleanse. I'm looking at the Worship Tablet for this change
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There's Buckle Up I guess but it's so bad you might as well be running nothing
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Plague too. She literally only gets single digit numbers from using her power. But who know, maybe it's supposed to make you want to use meme add-ons.
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@SkeletalElite said:
It's not free, it costs a perk slot.
Why do people call everything "free" it doesn't even make sense.
"Everything I don't like is free"
While we're at it lets nerf surveilance because it's "free" info + stealth
Let's nerf balanced landing again because it's a "free" speed boost
Let's nerf prove thyself because it's "free" gen speed
Let's nerf self care because it's "free" healing
Let's nerf brutal strength because it's "free" break speed
Let's nerf enduring because it's "free" stun reduction
Think of Unbreakable like old Ruin. It's only useful for a part of the match and it's guaranteed to be removed at some point, wasting a perk slot. Problem is, there is no requirement for either of them. You can a be camping the Ruin totem and the survivors would still be slowed down. Same with current Unbreakable and worse, it has another effect that persists even if its main effect is removed. What is the requirement? Get slugged? Even DS has a requirement.
Surveillance requires you to use another perk to cause regression, Balanced Landing requires you to be at an advantageous spot and not have any other exhaustion perks, Prove Thyself requires you to group up which is something nobody does anymore, Self-Care is used so dumbly that honestly I don't mind it being free, Brutal Strength is a good example because it's actually free but if it had a build up to a strong effect it would be called Spirit Fury, Enduring requires you to actually get hit by the pallet making it useless on Doc or Clown
As seen in some of my examples, strong perk effects need big requirements. Deliverance gives guaranteed self-unhook at the cost of being broken and it being unusable if you get hooked first. For the People gives intaheals which you can't use on yourself and it breaks you. I've even given some examples regarding No Mither and Soul Guard. Picking yourself up is a strong effect and it needs a requirement or downside.
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@GoshJosh said:
Great idea! Slugging can happen multiple times throughout a match, and this would make a killer have to keep better track of the slugged survivors. Only one question: can you define helping a survivor "fully recover from the dying state"? For example, does this mean you have to fill the recovery bar for them completely for a token? Or bring them all the way to healthy? Just get them off the ground? Etc.
You have to be in contact with the dying survivor as they are brought back to the injured state. It means you can't just touch the dying survivor and then ask them to recover themselves. You have to be there and be the one to help them on their feet.
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@Chchchcheryl said:
This seems a million times more practical but on slugging build killers
If one person goes and picks everyone up they suddenly have three unbreakable
Idk but that seems kinda strong to me
Remember, that person has to stop from doing their objectives to help their fallen teammate get up and not immediately downed. I'd say they kinda deserve it. Plus if it was a slugging build, the killer would be running either Deerstalker, Knock-Out, or Infectious Fright. Deerstalker means they'll be proxy camping the dying survivor (Thus making it harder for them to survive), Knock-Out makes your teammate harder to find, and Infectious Fright means you need to start running. It means now you have to dedicate at least one perk to slugging and one of those perks is used by almost everyone
@ReverseVelocity said:
Are you asking for an unbreakable buff? You know, one of the most powerful perks in the game.
Unbreakable in it's current state allows people to win matches that they already would've lost, giving it multiple tokens would be insanely overpowered.
Think of this buff like Second Wind. You heal others and in return you get to be healed yourself. In my version of Unbreakable's case, you have to help others in order to get it's effect. It means now they don't just have to slap in on, they have to actually work for it and in doing so, you save many others from being helplessly stuck on the ground
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1871085#Comment_1871085
I used a build similar to this to get the evil incarnate trophy, and it's about as hard as it is just using Fragrant Tuft of Hair by itself. At red ranks, generators flyby waaaay too fast for this addon to be useful. My whole point of making this post is that this addon is only useful in one scenario, the one you're describing, basically. I think an addon should be useful in more situations than that; at least every time I tried it, every time I would have been better off without Fragrant Tuft of Hair.
Ah, I see the problem. You don't like add-ons that limit your playstyle. Someone once made a thread regarding changes to Renjiro's Bloody Glove and frankly, the comments there would rather have those changes moved to Iri Family Crest (Which is utterly terrible). The reason is because the glove gave Oni players a brand new playstyle that lets them use a different set of perks and add-on.
With Myers, his add-ons also lets him play differently. You got Evil Incarnate Myers (Fragrant Tuft of Hair and Tombstone), Jumpscare Myers (Scratched Mirror and Boyfriend's Note), and Burger King Myers (Judith's Tombstone and Vanity Mirror. This is basically Myers hard more). If you really want to change a problematic playstyle changing add-on for Myers, Vanity Mirror is a lot more problematic that Fragrant Tuft of Hair. Seriously, at least Iri Family Crest doesn't hinder you. Vanity Mirror literally lets you play hard mode.
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Tombstone Piece/Judith's Tombstone + Fragrant Tuft of Hair
Build would be Corrupt, PWYF, Discordance, and Tinkerer. Spend the entirety of the match gaining PWYF stacks and use the information you got from the 2 last perks to find survivors and stalk them. Then in the late game, the fun begins since you'll never lose PWYF stacks nor will you ever fall out of EW III
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You do realize that if Vigil worked that way, your boy Clown is gonna get screwed over, right? It's literally a hard counter to a lot of add-ons and perks and frankly I think it's unfun. Third Seal is already weak enough.
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Actually I like the new animations because they reflect that the survivors have been in the trials for so many times that they've gotten used to it which perfectly reflects people who have been playing this game for long. Being injured isn't that scary anymore and nothing can scare them except the occasional stealth killers. Personally I think the only time old animations should come back is when facing stealth killers (Wraith, GF, Pig, and Myers) and the old injured animation should only happen when you're mangled or broken
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I think this'll work better as a purple toolbox add-on. After all, Ace in the Hole is kinda wasted if it gets a toolbox
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Pharmacy. Whenever I have a surplus of brown toolboxes and medkits with brown add-ons, that perk is glued to my build. Mainly it's because I want to use Self-care without being a detriment to my team. Otherwise For the People and Inner Strength are pretty cool too.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1865421#Comment_1865421
I agree Wolf In Sheep's Clothing is a problem with SWF. My counter argument though is so many things are broken by SWF because this game is not balanced around team's being able to communicate. So honestly, I'm kind of in the air about it. As For We are Legion I think it could use some tweaks, but I was trying to keep it thematic with thier backstory as high school students, while keeping it different from Freddy's teleport.
Alright then what about perks? What if the survivor realizes that the Quentin that's with them isn't giving off Vigil anymore? Wouldn't that be suspicious? Also, does Deathbound still work for Legion while he's using Wolf in Sheep's clothing? Because that's one very good way to terrify survivors into being paranoid.
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@ShamelessPigMain said:
Knockout has been the object of my obsession for years. Unfortunately, I keep getting tiny maps and heroic teammates, so it’s useless. I’d like to see the detection range decreased significantly, maybe to the single digits. Of course, if I’m playing survivor, that would be absolutely awful, so I can understand why nobody wants that.
For the survivor side, head on has been the love of my life for many years. I think the stun time should be increased, among other things; it is an exhaustion perk, after all.
Beyond both of those combined, I would literally marry autodidact. I just wish that skillchecks were more consistent.
Distortion definitely needs a rework; giving it some way to regenerate tokens would do wonders.
Flip flop would also be nice at punishing killers who refuse to pick me up with a 12 foot pole. Perhaps bump up the conversion rate.
Furtive chase definitely needs a rework too. I love the idea; it rewards killers for not tunneling a single survivor with its obsession switching, but the incentive is so useless that nobody would run it. It gets rid of the terror radius at the only part when I don’t care about my terror radius.
I love soul guard, but I won’t really use it unless it gets self-pickup priority over unbreakable. Repressed alliance is cool too, but it’s so situational that I really don’t use it.
Any SoloQ survivor knows how unfun Knock-out can be. You're stuck on the ground, your teammates can't find you and soon they would join you as slugs stuck on the ground unable to do literally anything while SWF can still destroy this perk due to Blindness being absolutely useless to them. I would weaken its effect at the cost of making it easier to apply it.
Survivors put into the Dying State are not revealed to other survivors when they are standing outside of a range of 32/24/16 metres
The survivor is inflicted by Oblivious and recovers 50% slower until fully recovered.
After all, getting knocked out disorients you, not blinds you. It also means that Deerstalker can also be used since the dying survivor will crawl towards their teammates, thinking the killer has left them while the slower recovery forces them to find someone else to help them.
