Saltjar34
Saltjar34
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@Hex_Ignored said:
I would argue agains Lery's since it is the only map where hexes live longer than 20 seconds. Have you played on the new Gideon meat plant? It has only god pallets and lots of them, so I'd say it's worse than Lery's. But yeah haddonfield is definitely number one
I'm still wondering how they messed up that map rework so badly. Still if you're prepared for that map, it's usually bearable. Jumpscare Myers, Serpent Shadow Dance Wraith, and just Nurse can deal with this map. Haddonfield however is painful for everyone besides trap killers who are already hard to play anyway
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Custom games aren't even custom. I think I've come across one thread discussing it but in short, I just want to make a game that I can actually customize
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I would suggest also prolonging the process of freeing oneself from a trap at the cost of removing RNG. 20 seconds would suffice and if you're freeing someone else, it would take 13 seconds
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/2259552#Comment_2259552
Maybe they could do something similar to the Ghost face reveal mechanic, only more generous. Once you see the killer within 16 meters, it checks if at least 10% percent of the killer is visible on your screen, similar to Ghostface yet again. Once the check fails the perk activates.
You are right though that the third person camera complicates this idea, but I think the perk still works. If the survivor is looking at the killer they can either look away to activate the perk or keep on looking to save it. The perk has a cooldown so they would have to be smart about when they use it and not waste it when they're in an open field. Plus it the killer goes behind cover the perk activates as it should.
GF's reveal mechanic is broken. I don't think it should be a baseline for a mechanic
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Darn, I actually suggested that idea for Padded Jaws. In fact, your idea can instead be a replacement for Padded Jaws
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Just tie the cooldown with the perk's duration and make it activate upon entering chase with an injured survivor. Even then I'm not sure if it's worth the hex
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I kinda miss old sabo. I wish we could bring it back in custom matches. Just tweak it so that you can't sabotage bear traps
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@Cancan71 said:
It needs the Dying light treatment. Instead of getting tokens for every survivor sacrificed, you should get tokens every time a survivor other than you is hooked, like how Fast Track works.
So you can have every token give you a stackable 8 meter radius where your aura is hidden, so that 9 tokens gives you 72 meters as the perk does now.
There was a reason Dying Light was changed as unless you were using a mori, the perk would activate too late to be any use. Sole Survivor needs the same treatment.
People have suggested that Sole Survivor work the other way around with it growing weaker the more survivors are dead. Might cause problems with Lethal Pursuer but currently, the only endgame aura perks are Blood Warden and Bitter Murmur
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I don't see why not. Now that you think about it, what if the new Blast Mine perk also reveals the trapped gen to other survivors?
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I think I saw a thread with the same idea except for Twins. Would be nice to be able to control both at once
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A little too weak for an endgame perk. I would suggest putting it as an extra effect on Remember Me or even the Black Box since those are exceptionally weak
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Instant 5% regression upon kick seems nice
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I was going to say that there are lots of threads like this but there's already one posted above this comment. Anyway instant 5% regression has always been something that's requested so I don't see why not
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2260021#Comment_2260021
Thanks for posting the Gearhead thing.
Yeah I don't really get why they nerfed Gearhead, it was already outclassed by Thrilling. I guess the only killers that really benefit from it are slug build Nurses and Spirits. Woulda been a fun perk to use tho.
It should either work on downs with ANY attack or make it affect great skill checks instead of good ones
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Even without comms, just not having a potato in your team is awesome
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I kinda miss some of the old menu backgrounds so I agree with this
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2256173#Comment_2256173
All he needs is all traps from start. I wish one day it will happend.
Same. It's so annoying and yet Hag and Demo get to start with all their traps.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2247446#Comment_2247446
I doubt Old Freddy, Nurse, Doctor, Bubba and Billy are just...gone. Their assets must still be there.
I don't think it would take a lot of time to add them back in Custom games.
That would be nice. I'd love to see comparisons of the new and old versions of killers just to see how balance either instance is
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2254071#Comment_2254071
Simply put, unless it's literally a Perk that lets you go prone with muffled audio, while in the prone/crawling state it's beneficial for continuing gameplay to keep Survivors audible, No Mither gets a pass (if it actually muffles dying sounds? Not actually sure if it does), because you're already sacrificing a health-state and the Killer is made aware that the person has No Mither.
It's just 50% though so it's not complete. If another perk would muffle dying state sounds, it should be around 25%-50% as well
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@Milo said:
While it makes it generally more powerfull for it's intented purpose, having two survivors run with each other to activate this effect 24/7 would be just big oof.
Kinda similiar to Blood Pact.
Have you forgotten? Blood Pact and the perk in this thread require you sticking together even in terrible situations. Therefore, it's mostly balanced and could even be buffed further
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Agree, you can't actually burn both hook distance offerings and map offerings at the same time. Though I do think large maps should be reworked entirely
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@VenomousHawk86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2247519#Comment_2247519
It affects both survivors.
Based on @Soulpaw 's suggestion, I would suggest having the boost only affect the obsession and have it not stack. That way the only reason to run multiple instances of it is in case the obsession doesn't stick with you
Also hey, I found the guy who claimed that this buff will be abused by SWF
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Seeing as to how Monstrous Shrine only affects one place which is currently pretty difficult to reach, the buff can be either making it work for all hooks or buffing the numbers exponentially
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Or maybe it should just activate on teammates you approach instead of when you approach teammates. To top it off, make it so that it won't stack. And there you go, the problem of being unable to get value of this perk is fixed.
Also uh, extending the timer for basement hooks can also work
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@GeneralV said:
I have a very stupid idea, but I must share:
What if Vigil allowed you to recover from Exhaustion while running, but with double the cooldown?
For example, Sprint Burst causes Exhaustion for 40 seconds. Vigil would raise it to 80, but you would recover while running.
It is probably a bad idea, but I felt like sharing.
No, that idea is for No Mither
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I'm not exactly a huge fan of a basekit totem counter and would rather have a unique notification for totem destruction. However if a basekit totem counter is added, how would these perks interact with it?
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2253331#Comment_2253331
If its not supposed to be survivor sided or Killer sided, then Why does Bloodwarden rely on the doors being open?
If Bloodwarden could activate when all gens where done, and save the effect until door opens, then it would not be a problem with 99%.
- What it would do, Would be making the 99% strategy subject to failure.
I think as Killer, there is already so much to do as Killer than to have time to go open the doors myself.
Take the note on Bloodwarden as a suggestion to be considered, That would be great.
How about an extra ability on the perk like this :
When an exit gate progression reaches 95% or above and remains so for 15 seconds, the door will automatically open
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Problem is, what is a survivor's line of sight? Remember, survivors are on third person. I would suggest just making a visible 45 degree cone in front of the survivor for simplicity
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2253118#Comment_2253118
That’s what I meant, I’ll edit my post! Leveling it up under what I said saves you one second per tier - the same as what it currently does. May not be a lot but it is something.
Remember that one time when Otz got Buckle Up in his Bloodweb 5 times in a row? Yeah, I don't think there should be more perks with the Buckle Up sickness
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@Ink_Eyes said:
Some times is hard to tell where a totem is due to how bland some maps are, it's kinda funny.
Friend 1: I found the hex, can you cleanse it? I'm hooked...
Friend 2: ok, where is it?
Friend 1: behind a tree!
Friend 2: there's a million trees? where exactly?
Friend1: I dont know? there's a rock nearby?
Friend 2: eh?
Frien 1: I'll go cleanse it when you come unhook me then. XD
Sure...sometimes i'ts obvious where the totem is but it can lead to funny situations every now and then...
This is why in another discussion I mentioned that I only call out totems near landmarks like hills, buildings, or generators. It's still possible to call them out in other places as some tourney squads probably do but it's hard and takes a lot of game sense and understanding from the entire team
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There was a time long ago when Spirit doesn't have a vaulting animation. It was changed because you had no idea of whether or not she was going to teleport
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The most realistic thing would be custom game modes since there's no way the devs have time to manage a brand new game mode themselves and even then, they seriously need to focus on the base game.
Leaving new game modes to the community is probably the smartest move for now
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Honestly I just want custom matches where you can actually modify things and play with bots
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@Hex_Llama said:
I like the idea of letting the totems move, or letting the hex move between totems somehow.
I think, rather than having a FOV timer, it would be interesting if the killer could interact with the totem to make either it or the hex move -- maybe a limited number of times. So, if the killer finds their hex totem sitting in the middle of an open field, they can interact to move it and hope it goes somewhere better (or it might end up somewhere worse -- that's the gamble you take). Or if they know the person they just hooked saw their hex and told everyone, they can move it and take the same gamble. Maybe, if all the other dull totems are cleansed, you can't move it anymore.
That's also a pretty interesting idea. Only problem is with Detective's Hunch. An entire team knowing where every totem is will be pretty crazy so I do still think the revealed totem teleportation should still be automatic instead of manual
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2245145#Comment_2245145
It's technically possible for solos to do the same. It's just unlikely to see the avg survivor team because...
https://us.v-cdn.net/6030815/uploads/2Z6YZNCVKN7V/2021-06-06.png
Uh, what rank were you when this was taken and what rank were these teammates?
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@CLAUDETTEINABUSH said:
Pardon?
Are you a Claudette that believes in the power of self-caring? Congrats, because you're killing your team. 32 seconds of healing, plus 12 of mending. That's 44 seconds... of just healing. Once more, Mangled Self Care is 40.
Yeah I'm telling you it's worth it, I make off like a bandit!
To make things worse, it'll cost Legion only half of that time to injure you again
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It's like a riskier unlimited Distortion. I kinda like it
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@Kebek said:
First things first, just let use start custom match with 1 player and add bots to the matches that are actually working.
God damit even if it had to be monetised in some way, I would even go the lenghts to pay for good well designed, deep custom game mode. I really really want it.
Yes. This idea can even work as a makeshift tutorial as well
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@ Antares2332 said:
We don't need any more Auras colors.
We need an OPTION to be able to change the color of the auras.
I think you might have contradicted yourself
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I mean, people have argued that mist offerings should be removed due to their minimum usage so that could be why this mist hasn't been fixed
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/2247491#Comment_2247491
That’s rough, and a bit unlucky. I get that most solos aren’t the best at holding their own but that’s on a whole other level. Did they at least do gens?
Yes. All had technician and some were under the effects of OTR. They died due to the killer 3-genning them with Discordance
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If you think about it, this map is kinda flawed. Some people hate big maps and some people hate indoor maps so I can agree with your idea
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2245459#Comment_2245459
That won't work, when using add-ons to increase the amount of traps or boxes. I would like to try the system they implemented for Trapper's traps.
Right now the box with the key is randomly pre-selected, which means one box can have multiple keys. For example: Trap 1 = Box 4, Trap 2 = Box 1, Trap 3 = Box 4, Trap 4 = Box 2.
If you'd apply Trapper's system to this, the Boxes would not be pre-selected anymore, but each box search would make it more likely you'd find the key.
This I can get by. I've seen many threads explaining why Trapper's trap system should also be on the Jigsaw box system
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@GoshJosh said:
Instant would be busted, but I agree with lowering the activation time. 3/4/5 seconds should suffice.
But then it would suffer from the Buckle Up sickness where leveling up the perk has no purpose. Also, it should be 5/4/3 seconds
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2245589#Comment_2245589
I had someone DC on me yesterday because I closed the hatch.
...4 gens were all that were done. (Yes, they had a key. Yes, all three of them wanted to get out. Only one of them did. Guess they should've just left if they wanted to use that key.)
Ouch, were you doing the sacrifice challenge while that happened?
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That or just double the maximum BP you can get from a match
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I still stand by the fact that any survivor perk that works when survivors are dead is a bad perk.
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@Minerrem said:
https://forum.deadbydaylight.com/en/discussion/comment/2245045#Comment_2245045
Remember its a hex perk so they could just cleanse to remove this perk, also i disagree with the gens not regressing,, cause again just do bones to get rid of the effect
No, it's a mechanic. Gens that are blocked which are revealed by the tentacles grasping it, do not regress. It has been confirmed using Ruin.
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Here's a camping nerf, Kindred basekit.
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@Ravio_Li said:
The strongest thing even 3 minute Sabo had was it got people off gens, and created alternate objectives for survivors. If you had anybody running Sabo, it was a free killer Ruin, in exchange for Survivors being able to semi-safely work on gens in a section of the map that had 99'd hooks. I don't think anyone worth their salt would complain if Sabo was reverted to it's old 3 Minute timer 99 the hooks strat, because it will get people off of gens, which is usually the main complaint I hear from people who play a lot of killer. Survivors only really have gens (with the occasional chest, totem, unhooking, and healing), and chases. Sabo is a secondary objective, it could end up not working in the survivors favor, or it could work tremendously well. As it stands now, it's current only semi useful in Mettle of Man or Breakout Builds as the killer has to hit you or have the hook get sabo'd, because they can't hook during the sabo animation (even if you're saboing behind the hook).
You would probably also have to revert Hangman's Trick to its previous state because it was the only specific anti-sabo perk.