Saltjar34
Saltjar34
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- Saltjar34
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As an item that doesn't cost real money, then sure. I'm surprised that they aren't on every male survivor already given the simplicity of an item like that.
Edit : For now, the Lady Killer Loafers are the closest thing to that. They're basically a pair of white pants
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Here's the thing though. Do you know why I'm All Ears typically activates in chases despite its gigantic range? It's because no competent survivor would fast vault while not in chase.
Tying Red Herring to vault spots would make the perk even less useful since killers are usually suspicious of rushed action notifications outside of chases.
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The lack of snoot-booping broke that pig psychologically
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If you really like Solidarity then I would suggest replacing Iron Will with Desperate Measures. If everyone is injured, that is when Desperate Measures and Solidarity shine the most. You can even take it a step further and put Resilience as a replacement for Prove Thyself if you can handle being injured for long periods if time
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@Blazelski said:
https://forum.deadbydaylight.com/en/discussion/comment/1816378#Comment_1816378
Your wording made it unclear that it would show the aura of carried survivors. Now if it showed their aura and how much of their struggle bar was filled, than that would actually be fairly neat. Right now, the only perk I'm aware of that shows carried auras would be Aftercare in the right conditions.
Wait it didn't? I thought survivors are instantly put into the dying state when they're picked up? It never said anything about being carried like Empathy does and the HUD shows that carried survivors are in the dying state.
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@Blazelski said:
https://forum.deadbydaylight.com/en/discussion/comment/1814919#Comment_1814919
That's actually super neat. A given Sprint Burst that doesn't cause exhaustion, but only works in the most dire circumstances. Also makes the words "buckle up" make more sense.
@OP, you're thinking of the Endurance status effect. Protection isn't a status effect.
https://forum.deadbydaylight.com/en/discussion/comment/1816284#Comment_1816284
This is a nice QOL improvement, but not enough on it's own to ever justify taking, still.
So here's the thing though, Empathy doesn't activate while the survivor is being carried by the killer. Assuming Buckle Up does, it means you'll get to know where to run to maximize Breakout and get protection hits to activate MoM and WGLF.
Still you're better off running Empathy for those sick For the People saves. That suggestion of mine is so that at least Buckle Up is equal to Empathy as an anti-slugging perk
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I like that idea but mostly because of the selling useless add-ons mechanic. I'm surprised that a selling mechanic still hasn't been added
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Remember, there are survivors in this forum. Think about them, they also want to win too. But if you really hate having exit gates spawning far away and not having time to patrol, Demo, Iridescent Stone Trapper, Mint Rag Hag, and Remember Me are all pretty decent at dealing with it.
I'd like it if your idea was an offering. I mean, we already have a hook distance offering so it wouldn't be too surprising to also have an exit gate distance offering
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I actually thought about Buckle Up being map-wide while also ignoring Knock Out and Blindness. Basically it's an anti-slugging Empathy while still retaining its original effect.
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For Buckle Up I'd say make it so the aura reading is map-wide and ignores any aura cloaking (Like Knock Out) or Blindness. It'll basically be an anti-slugging version of Empathy.
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@Milo said:
So, aside from making Sloppy the base perk instead of Stridor, we would heavily nerf her first hit to half-nerf her 2nd one.
Here's the thing though. Blood requires a survivor to be injured. In a lot of matches in higher ranks, survivors don't stay injured for long (Either by Self-caring in the corner or having half-descent teammates). It also means that Spirit will be having a hard time landing that first hit.
Plus I want to see Lucky Break being useful. Iron Will is great but I would love to see the other stealth perks receive love.
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Hag is surprisingly good with this build. Mint Rag Hags and Demo are also pretty decent with this. If you're not playing those killers and you're not willing to torture yourself, then run either NOED or Remember Me to replace Cruel Limits. When using the Remember Me, I like to replace Bitter Murmur with Rancor
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@gatsby said:
Tunnel out someone early and aggressively three gen.
It seems to me like most Killers have given up on the concept of map pressure and just want to guarantee kills and game stall with the least amount of skill in chase as possible
If you believe that a large amount of killers are performing the 3-gen strat, then may I introduce you to Red Herring?
Any killer who is performing a 3-gen will check any noise notifications around gens. It gets even better when you pair that perk with Head On and Repressed Alliance, the latter being something you should run anyway due to the Ruin meta
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Blood Echo's use is mainly for killers who can injure fast or permanently like Legion or Plague (Mostly Plague but I'll talk about Legion).
The Legion pin is basically their worst add-on because it removes his only advantage, the choice for survivors to heal. If you make Blood Echo cause broken, it would be completely unusable for Legion since it would remove their advantage and make survivors want to finish gens faster
Heck, the point of Blood Echo is to make survivors want to heal. Besides Thanatophobia, what perk has the ability to do that?
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@Dsnooz said:
https://forum.deadbydaylight.com/en/discussion/212636/minor-spine-chill-nerf
Personally, I only run Spine Chill in the vault speed build (SC + Resilience). The secondary effects are the real reason to run Spine Chill.
I'd be all for BHVR giving Spine Chills passive to Resilience so I can have three other perk slots with the build xD
A small nerf to Spine Chill and a nice "small" buff to Resilience.
That's right. Resilience speeds up progress so extra skill checks will help with its effect.
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@Zaytex said:
Make it so Spine Chill doesn't counter stealth killers.
I'm pretty sure I said that I'm fine with its main effect. I'm talking about nerfing or just replacing its secondary effects.
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Even if the rarity of items are decreased, there's still a chance that survivors can get useful items. Personally I think it should just make it so chests give guaranteed brown items for anyone who's not running Pharmacy
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Being in the killer's terror radius without initiating a chase and put it in the Survival category. Might reward stealth plays and Diversion
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Problem is, MYC and Devour Hope are very powerful perks and they only activate after the killer is a certain distance away from the survivor so rushing unhook can prevent those perks from activating.
Plus if the unhooker has Deliverance and WGLF, there's practically no downside to rushing an unhook.
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Adapt accordingly. Here are some personal tips
Stealth killers are great against them since their OoO won't be as effective
At least one of them will be running Prove Thyself to speed up gens. If the team does everything in their might to protect them, that's the one
Always assume that everyone has BT. There should be about 2 or more who's purpose is to protect their OoO or Prove Thyself user. Those people will typically be running either Breakout, We'll Make It, Deliverance, or Dead Hard in an attempt to throw you off, waste your time, and loop you for 3 gens. If you know which one they are, you can either slug them, ignore them, or run Forced Penance if you're really annoyed by them.
Typically there won't be a healer since there should be several instances of Unbreakable and Adrenaline.
Due to the totem meta, there should be at least 1 Detective's Hunch user. There's almost no way to know which one since the moment that person finishes a gen, their entire team will know where every single totem is. Because of this, don't rely too much on your Ruin Undying.
That's the general SWF team. Here are other types
Immersed teams
If you notice that everyone in the lobby is either a Claudette or a Tapp, there's a huge chance it's an immersed group. Their build will probably consist of Iron Will, Calm Spirit, Urban Evasion, Spine Chill or sometimes Technician. Whispers breaks through all of them. Nurse's can also work if they manage to escape your chase.
Flashlight Bully Squads
If you see that the survivors are bringing a lot of flashlight, bring Lightborn. It works all the time and you don't need to hit them. Oh, and if you're playing Hag, you're better off bringing Franklin's Demise since they're probably going to use their flashlights on your traps.
General Bully Squads
4 keys with all survivors running DS, Unbreakable, Dead Hard, and Adrenaline. The comments below has enlightened me. Play dirty, bring Ebony Mori, NOED, and anything that pisses survivors off. Play Spirit or Deathslinger just for the sake of it. If they're going to make you suffer, do everything in your might to do the same to them
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Just a question but what is that lit perk in the second picture? I've never seen it before
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@[Deleted User] said:
That's a lot of steps.
Face camping has many less steps.
Therefore face camping is better. *nod*
Face-camping gets you gen-rushed. Might want to avoid that.
Also correct me if I'm wrong but aren't the instructions to face-camping like this :
- Down a survivor
- Hook them
- Wait until they die
That's just one step less
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@Unseen_Force said:
As long as someone isnt using exploits or cheating, people can play however they want
True. But seeing how many people complain about camping and how vulnerable it makes you to being gen-rushed, I thought I'd try and share a different tactic
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@weirdkid5 said:
This post makes me wanna camp.
Don't you dare
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@Kellie said:
Isn't it kinda weird how all of the older perks are meta?
Hex : Undying
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@Kind_Lemon said:
I like its current design. Your design seems so...needless.
I am currently only advocating for Lullaby to have percentage chances of randomizing what delay the skill check sound has and percentage chances for the sound to play with no skill check. Honestly, it should also work on all skill checks (because hexes are meant to be scary until broken and rn there's no real threat from Lullaby), but that's probably not going to happen any time in the near future.
Yeah that's the problem. I know this perk isn't gonna get stronger so I just want the activation to be slightly easier. I know this perk is decently strong but as a hex it's pretty weak. If it wasn't a hex, it would be too strong.
That's why I went with the Remember Me or Dead Man's Switch route since at least an obsession switching perks can remedy it. Undying doesn't even work with current Lullaby.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/1782695#Comment_1782695
I feel like that would kill the perk. The effect isn't really strong enough to warrant such a restrictive activation condition. If you want to include the obsession aspect, I'd prefer if the obsession was always under the effect (so, silent skill checks for the obsession), and for everyone else it afflicts survivors for 45 seconds when they unhook another survivor. Or something along those lines.
That... Can actually work. I have yet to see a perk where being the obsession gives you a debuff since it either makes the killer not want to tunnel you or want to tunnel you. I like it
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/1782549#Comment_1782549
I actually like that idea a lot. A timer system would definitely be more consistent. What do you think the activating condition should be?
Under the edit of the post I wrote how it should work. Basically, it activates when you hook the obsession, just like Dead Man's Switch
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1782524#Comment_1782524
- Oh my bad. I worder that super wrong. I meant the perk levels that each of them have. Your version doesn't have any way to "level up"
- Doesn't it then become weaker than it's hex version?
- Oh that's what you meant. Yeah, I was wondering about that too
- I've made a secondary version but I'll take your idea into consideration. How about after 2/3/4 great skill checks from survivors who aren't the obsession, you lose a token?
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/1782515#Comment_1782515
You're not wrong, but with the extra regression from failed skill checks it has the potential to regress more gen progress than a pop. How about 3 tokens per hook?
Potential is a dangerous word when it comes to designing perks. I think a better way would be to give it the work like Dead Man's Switch and making it consistently and reliably silence skill check warnings for a period of time. It won't have the same effect of gluing survivors to their generators as Dead Man's Switch does but at least you won't have to worry about losing your snowballing progress due to the hex being cleansed or survivors hitting great skill checks
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@Milo said:
Okay
- There's no way to tier this perk as it stands (and they don't seem to want to remove that for now),
- You're really underestimating how many times 3 people can hit a great even with miss-timed skillchecks.
1. I think it's in the same tier as Unnerving and Overcharge. They're all perks that mess with your skill checks and can be countered by experience. Plus if I'm not wrong, Otz gave all 3 of these perks 2 stars
2. I get what you're saying but if it were the other way around (The Obsession is the one that can remove stacks while everyone else can give stacks) killers will just end up tunneling the obsession. It's the same problem as old Dying Light
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/1782382#Comment_1782382
I'd be okay with it not being a hex only if there is some other way to reduce stacks. A 5 stack lullaby can definitely be a game changer. What if it was token based in a way where every hook gave you two tokens, and so the next two skill checks would consume a token but be silent?
Problem is, skill checks pop up pretty often while hooks don't. Plus your idea would just turn Huntress' Lullaby into an inferior PGTW since it has the same requirements with a lesser effect on gens.
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For the sake of everyone's kidneys :
Take a shot every time your teammate with No Mither escapes the trial
Take a shot every time a killer with Monstrous Shrine performs a 4k
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1777672#Comment_1777672
I totally see where you’re coming from, but I think it’d be way too powerful if it were a guaranteed unhook. It’s for this reason that nobody picks Slippery Meat over Deliverance. The specialty here is that it’s for the 2nd hook stage and there is no alternative perk that can do this.
Now to your point of it being a potentially wasted perk slot, let’s sweeten the deal with these additions:
- Perks and offering that affect Luck will affect this perk (so the 7-10% is just base level)
- Since these 4 skill checks are very difficult (imagine Brand New Part along with struggling on the hook), each one you hit gives significant bloodpoints. Each successful hit should award 1000 bloodpoints to the Survival category. This could dramatically make up for the points you lose if bad luck causes you to die on hook anyway and not escape.
- Makes sense. That might just make Up the Ante viable
- Okay here's the deal with perks that gives bloodpoints during the match. For some reason, there is a hardcap to how many bloodpoints you can get in one category. That's why bloodpoint modifiers that work during the trial are unpreferable because you can't go past the hardcap and why post trial bloodpoint modifiers are so commonly run is because they let you go past said hardcap. I would prefer if it gave you a token that increases the bloodpoints you get post-trial.
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So are the modifiers the equivalent to a killer meme add-on? Sure, why not. Just remember that the best bloodpoint perks are the ones that award bloodpoints post-match due to it being useful even if you maximize a category
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A problem with this perk is the same as Slippery Meat, it's luck-based. Sure, being able to have 4 attempts for a 10% chance to free yourself off a second hook is great but in the end of the day, there's a possibility it won't work and you just wasted a perk slot.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/208797/an-alternative-to-self-care
There's better ways. Inner strength. Self care with Botany saves more time than most of these as long as you don't use it through Sloppy. Pharmacy is reliant on your teammates not spawning on chests and wasting them. Bond with Leader is also good for gen focused builds allowing you to get a quick heal and immediately 2 man a gen.
I've been using Botany and selfcare with a yellow medkit recently and its great. The medkit is faster and lasts forever. Can be used for even faster panic heals on teammates or to take protection hits with no major loss to the teams map pressure.
I get what you're saying. I've had a lot of games where either me or my team are hoarding good items for future matches with Ace in The Hole and Plunderer's instinct. However in higher ranks it's highly unadvised to search for chests due to the risk of attracting the killer for a brown toolbox or wasting 2 perk slots for the perks I mentioned above. But that's a good thing for Pharmacy because it means nobody is opening chests and you'll always get a green medkit even if the killer is running Hoarder.
Botany + Self-care works very well but I like perk slots more than items just in case I get matched up against a Legion or Plague. Having 2 unusable perks is worse than one and an unusable item. Inner Strength is great and let's me contribute to my team in a different way and honestly, I can swap out Pharmacy for it. Leader is awesome until you go against Bubba and your entire team ends up being 40 meters away from each other.
Also the point of having 2 medkits is to have it for longer, it's not necessary to make it last the whole match.
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Personally, give Deatslinger the same weakness Huntress has, loud noises. You know those clinking boots in stereotypical western movies? Give those to Deatslinger. Now you know where he is in your vicinity and undetectable no longer means anything to him
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Look when it comes to dealing with killers who are able to shut down chases quickly, stealth is the most viable tactic against them since such killers typically lack map pressure. Why they chose to stealth against Demo who does have map pressure is unclear but who knows.
Anyways when it comes to chase-oriented killers, always bring 2 types of tracking perks, ones that guarantee a location without you having to put any effort such as Discordance, Bitter Murmur, Tinkerer, or Whispers so you can get that first survivor and a snowballing tracking perk for mid-game tracking such as BBQ or Nurse's. You can use those 2 extra perk slots for Ruin-Undying
If the survivors are trying to do objectives sneakily, that type of build will come in handy. That's probably why Ruin Undying Tinkerer BBQ is meta. If you know you're going to be fighting against a full-stealth immersion group though, I would suggest you swap out Tinkerer for Whispers and BBQ for Nurse's. The latter is in case they try to "stealthily" Self-care in the corner.
So there you go, a way to counter stealth groups without sacrificing gen regression.
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I like your idea. Sole Survivor is supposed to make you harder to find the more your teammates fall but fails to do so due to only working on aura reading. It's practically an end-game perk because of this requirement so making it crazy strong shouldn't be too much of an issue.
I do think you should change the Scratch Mark requirement to be 24 meters away. That way you can also mind-game killers with a 24m terror radius
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I like your idea, those 2 perks are kind of bad so giving them another use might be beneficial. Problem is, quieter footsteps doesn't mean a lot for killers since they can just track you by scratch marks, breath, blood, and Whispers. Louder footsteps on the other hand will be great on Spirit since her most powerful add-on, the Mother Daughter Ring causes scratch marks to be invisible making it even more powerful... That's probably a problem, isn't it?
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@RocketPenguin said:
Noed and adrenaline are comparable imo.
Endgame perks that can massively turn the tide of a game or just completely flop on the floor, they also just are not fun to go against.
Yeah, I agree. For something that only happens at only one point in the game, it needs to be broken good. That's why Wake Up and Sole Survivor are so terrible. They don't make too much of a difference at that one point in the game.
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This seems more like a Quality of Life thing so I guess I'm fine with it.
The biggest problem with Self-care though is people who just heal in the corner while being mangled. Self-care isn't that weak. It's the survivors who use it poorly.
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If abilities were given cosmetics I'd say make one where Clown's bottles are replaced with TF2 Jarate
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What annoys me about the meme add-ons is that there are actually some meme add-ons that can create brand new playtyles like Scratched Mirror Myers or body-blocker Hag. So here are my ideas
Padded Jaws
Gain 100% more bloodpoints from trapping survivors
Bear Traps do not inflict damage to survivors
The Trapper cannot trigger his own bear traps
Being able to walk over your own traps can theoretically give new mindgames to against survivors at the cost of damaging them. Basically we get our own body-blocker Trapper.
The "Beast" Soot
Gain 100% more bloodpoints from actions in the deviousness category
The Wraith's terror radius is no longer suppressed while cloaking
Increase The Wraith's terror radius by 30 meters
A person in the forums once said that if you have a terror radius all the time, you technically don't have a terror radius. That's what I'm going with here.
What do you think?
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How about it makes your breath sounds non-directional? I mean, Bone Clapper does make Wraith more stealthy
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I like your concept. The only thing I don't like about it is the weapon. There has been 4 killers who wield knives and one of them, Ghost Face, wields a tactical knife. I'd say, give him a shovel. It's unique and allows us to have a TF2 Soldier cosmetic.
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The one killer that doesn't need aura reading is surprisingly Hag since she can just click a button to go to where survivors are (If her traps are placed right and the survivors aren't competent). Even then, mint rag Hags need aura reading the same way Demo needs it due to them having manual teleporters.
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@FFirebrandd said:
So I get that this is probably happening because different groups of people have different dislikes... but... for real, what will you guys *not* complain about?
Like... people complain about Death Slinger and Pyramid Head for being too good at 1v1s.
People complain about Legion being good at the 1v4 because of the game delay baked into their kit.
People complain about Freddie because he's got a bit of everything.
So... I'm just over here like "Killers have to be good at something. What exactly would you be fine with?"
If I have to guess, it's killers with a high skill floor which basically means killers you can't just pick up and win with. During my time in the forums, I have almost never seen people complain about Trapper, Wraith, Myers, Nurse, Huntress, Oni, Demo, and Blight.