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Saltjar34

Saltjar34

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Saltjar34
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  • @Phasmamain said:

    They are fine right now. What she needs is an actual chase power

    You know, people have been asking for Traps to just automatically activate during the endgame and pop off when a survivor escapes with it. I've seen threads discussing that every once in a while

  • @glitchboi said:

    I always wanted this to be a thing, rewards the killer for getting a sacrifice.

    But is 5% slowdown really worth it?

  • No the only killer who needs this is Trapper and MAYBE Legion. Argument is their power has no effect on chase efficiency and being able to pressure people in chases is pretty nice on Trapper

  • @velosinhooo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2229184#Comment_2229184

    Blight hitboxes hit when they shouldnt and dont hit when they should, huntresses hatchets hit like a rocket launcher, the hitboxes of this games are the big issue.

    Do these horrid hitboxes affect Billy and Oni too?

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232350#Comment_2232350

    With a longer Bleed Out timer slugging is even more annoying, because once all four people are down and no one has an unused Unbreakable or an active Soul Guard then your only two options are 1) Wait to bleed out or 2) DC and take the hit there.

    One or two or even three slugs isn't too bad, the Survivors can recover from that. It is only once all four people are down with no means of recovery is it a real problem. And that is where you want a shorter timer and not a longer one. You have to keep in mind that if the Killer is already going to slug everyone they won't care if it takes twice as long, for a lot of them that would probably be even better than it is now. Because they don't care about killing all four Survivors, but making the players suffer. Killer players who do this won't care about how long it takes, because to them they can just get another game right away to do it again while they know Survivors have to wait in queue for another chance at having fun.

    So while I think that if you're Bleeding Out while Injured the timer for such should indeed be longer than it is now but it should not take any longer than it already does to Bleed Out while Dying. So if you double the time we have now and make that the Bleed Out timer and you Bleed at 1x the current rate while Injured* and 2x the current rate while Dying then a full four slugs would actually take ever so slightly less time to fully bleed out because of the bit lost while Injured before the second hit. Unless insta-downed of course.

    *Again, excluding Perks that would be changed alongside the base mechanics so they prevent Bleeding Out.

    https://forum.deadbydaylight.com/en/discussion/comment/2232391#Comment_2232391

    The "Two dead, one Dying, one Injured" isn't an auto-win for the Killer, unless they just camp the person on the ground so they can't be healed, and some Killers do that now anyways instead of playing Hatch Game with the final Survivor. As for Doctor, well, they can already just Madness Lock people and if they are doing that then everyone else should be doing gens and if it's only that one person left and they are being blocked in and EGC hasn't started then that's reportable for holding the game hostage. And if it's down to two people then it's no different from when someone just slugs all the remaining Survivors so what is your point? Killers already do stuff like this.

    And, yes, various Perks would need to be updated as well, pretty much any Survivor Perk that makes you Broken prevents you from Bleeding Out while Broken. No Mither is the only one that you are forever Broken, all the others you'd need to get healed once Broken wears off as you will start Bleeding Out again once you are only Injured. I'd rather Broken not just straight up prevent Bleeding Out because that'd be bad for Plague and I'd rather Survivor have more reason to Cleanse than less.

    And we are thinking of them, the whole point of a DISCUSSION thread it to work on the idea and go over everything that would be required. The goal isn't to make some perfect new mechanic that will solve everything for everyone but to have something that reasonably slows the game down a little but doesn't make it unplayable for Survivors.

    Right now Survivors have very little reason to take the time to heal, especially at higher levels of skill where they can loop the Killer while injured and not be too worried about getting hit. If they had a reason to heal that would mean they would have to take the time to do so, and the only reason that would work is "If you don't do it you loose the game"**.

    Even so, if the Survivors are good enough they can even still ignore healing and just pound on gens if they've got the right mix of Perks and items to get them done fast enough to not bleed out from it.

    ** "If you don't do this thing you can't win the game." is the only other reason that would work but that is more "can't fix gens or open an Exit Gate or leave through Hatch" than "you die if you don't". Not being able to win compared to outright losing are very close but not the same thing.

    "It is only once all four people are down with no means of recovery is it a real problem. And that is where you want a shorter timer and not a longer one"

    People have suggested that when all survivors don't have any means to recover themselves while everyone is slugged, they should get to press a button to bleed out faster

  • Do you know why Rule Set number 2 is terrible? It's because survivors will not waste time trying to take off inactive traps, thus removing her built in slowdown. Otz explains this pretty well in his add-on tier list video. Just skip to the Pig part

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2234426#Comment_2234426

    Sure, that'd be efficient, but I'm trying to make it so that the HATCH isn't a problem, not the exit gates. The exit gates are fine and have enough perks to actually work with them (No Way Out and Blood Warden), it's the hatch that needs this Perk more than ever.

    And think about it for a moment. The scenario for your changes to it is that you have:

    • No Way Out
    • Blood Warden
    • No One Escapes Death (or Devour Hope)
    • Dark Requiem

    First, No Way Out activates, which at maximum will grant you a good 42 seconds of no exit gate openings.

    Second, once that is done, the Survivors take approximately 19 seconds to try and open the gate, but then you hook someone and Dark Requiem activates, making sure that they can't escape for another 20 seconds.

    Then after that, another 20 seconds of opening the gates.

    But OH WAIT, another 60 seconds of waiting because Blood Warden activated as soon as you hooked ANOTHER survivor after the exit gate finally opened.

    The total amount of time lost to Survivors: 161 seconds, or 2 minutes and 41 seconds.

    Your changes would only incentivize further Key plays and ultimately lead to people not enjoying the game as much, which also defeats the purpose of having a new Perk in the first place.

    I want to push people away from using Keys as a means to escape; not push them towards using Keys because they might think a Killer is just going to run these four Perks and just outright prevent you from doing literally anything.

    i would say change the second effect, the one at 3 tokens and instead follow TruthTheDeceiver's idea with permanent Undetectable in endgame. Remember, we're saving up the undetectable upon hooking for Insidious

  • @Kira4Evr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2235238#Comment_2235238

    Oh I did not know that breathing was a part of the injured sound. Thx for telling me!

    You could just make Iron Will only remove 90% of injured sounds if you still don't want it fully removing sounds

  • @GoodBoyKaru said:

    Blindness? No, no, absolutely not. Blindness as a status effect is intrinsically flawed as it'll affect solo survivors significantly more than swf. With blindness then MOM would become a swf-only perk because we REALLY need more of those.

    Exhaustion I can get behind, but I propose Broken as well. Remove the aura reading, MOM gives Exhaustion and Broken, and prevents you from recovering fully until the perk has deactivated fully.

    Make the deactivation condition the next time you are hooked instead of the next time you're downed, too.

    If you want something as absurdly strong as old MOM back in the game you need some absurd drawbacks to counterbalance it.

    Mettle of Mither for the win! Though by fully deactivating, do you mean that this MoM would only activate once or the broken and exhaustion is gone while you don't have the endurance?

  • Assuming the devs rework maps in the order of released killers, we should get a swamp rework either some time later or after Haddonfield's rework

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232183#Comment_2232183

    The problem with your argument is that it can easily be flipped around, as in:

    What, you want some Killers to be able to just ignore the pallet and down survivors right over it?!? For free?!

    Pallets are intended to stop Killers in their tracks, forcing them to either go around (to avoid the stun) or stop to break it. Ranged Killers don't even have to worry about pallets because their power simply flies over it. As more and more ranged Killers are added to the stable, the pallet becomes less and less useful. That's a problem.

    The point stands - a tool that was given to survivors that used to work well no longer does so. It either needs changing so that it regains its usefulness, or a new tool needs to be introduced to pick up the load the pallet can no longer carry. Personally, I think it would be bizarre for ranged weapons to be stopped by an invisible wall - it wouldn't be my preference. Then again, shall we talk about how ranged weapons frequently fly completely across the entire map (against physics) and through solid objects (against physics), and because of the issue with hitboxes and hit validation, even do things like hit around corners, etc. (also against physics)?

    SOMEthing needs to be done about the pallet problem.

    Just add more tall solid objects in loops that survivors can hide under. Make them spaced enough or just wide so that PHead can't fire through it. M1 killers don't care about that but they do care about pallets

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232841#Comment_2232841

    I guess I don’t understand what you are trying to say exactly. Do you mean that my idea is bad because there are totem protection perks, or that it is good and the totem protection perks will be even better with this idea?

    No I mean that limiting hex perks to only one is a bad thing and it's not worth removing 2 perks over it.

  • @twocansofbean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2229047#Comment_2229047

    I'd like to disagree. It's not even close to a training wheel perk. No one in the lower ranks are doing any fancy 360 or complex movements that would cause a lower rank killer to miss. So who is the training wheel for?

    This perk is not fine at all, it's rated as one of the worst perk.

    I think bringing the perk up to the level of Franklin's demise would be great. People bring Franklin's when they don't want to deal with the survivors flash light that day.

    If we could make Unrelenting counter 360's survivors and dead hard that would be great. I think 60% would be a great number

    In order to make it so killers can't just spam their lunge attacks to traverse the map, make it activate only when survivors are in a 12 meter radius around the killer

  • @myers_obsession said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230168#Comment_2230168

    It could give them a similar effect like the survs blight syringe Addon. A little boost for a few seconds maybe?

    How big is this boost? How much extra speed is given? And is it worth destroying your minions for it? After all, they are limited

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232897#Comment_2232897

    Well that's why I gave multiple stacks a harshly reduced bonus to speed. Plus, the 2.3 seconds between 13.3 seconds and 11 seconds isn't going to be all that noticeable when to get that 2.3 second bonus requires that all survivors be alive and within the immediate proximity of the killer, assuming that they don't slug in the first place.

    Also another thing is that the haste doesn't kick in until you're close to the killer meaning there's a period of time when Breakout's effect isn't active

    Though I would prefer if all wiggle perks besides Mad Grit aren't revealed. They usually result in either the survivor giving up wiggling or the killer putting down the survivor they're carrying

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2234974#Comment_2234974

    Just one... if the killer doesn’t break the breakable walls around it. The infamous room in Dead Dawg Saloon.

    Well in that case, I don't see the problem with making Cruel Limits mapwide and timed

  • I mean if you think about it, survivors are alerted to its presence so why shouldn't it work the other way around as well?

    Or we could just take the alternative route and have Coulrophobia NOT be revealed

  • @twocansofbean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230163#Comment_2230163

    Why not? I mean this change shouldn't be game breaking. You're only disoriented for like 5 seconds max. You get plays more from the red stain disappearance and less from the sound.

    Well in that case, what's the point of changing into a survivor? You can just make the tonic inflict Oblivious or something and it would have a similar effect

  • @DwightyTighties190 said:

    Good ideas, but they might be abused by some killers, like Coup de Grace

    Who exactly can abuse that? I can only think of Nurse and even then, it's only for one hit every 60 seconds

  • @Id0ntlikey0u said:

    Even without challenges there are enough people greedy for blood points ruining other people's game. Just to farm hooks

    Change the requirement to safe-unhooks and make them give more BP. Then make the unsafe unhooks give less BP

    Safe-unhook requires the survivor to be unhooked a certain distance away from the killer AND after 6 seconds, neither survivor are hit by the killer.

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/253848/about-cruel-limits

    Wait, why was my post edited? Isn't that exactly what I typed? I'm confused haha

    It's just moved to feedback. It happens when you're suggesting changes to the game in other places

  • First of all, how did you make the text look like that

    Second, I agree. Clown's yellow bottle should at least last long enough to have map-traversing abilities as they were intended. Not just another chase tool

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232307#Comment_2232307

    You explained the number's quite admirably, but thana rubbing a bit of salt in isn't going to encourage tunneling. Tunneling people as unfun as it may be for the survivor is an optimal strategy for killers. Increasing Thana to count dead people is not going to make tunneling anymore common than it is now. Using Thana as it is now does not make tunneling any less effective of a strategy than not using Thana. A perk that actually encouraged Tunneling was old Dying Light. With that change Thana is still at it's most effective when everyone is injured, purposly ignioring 3 other people to kill 1 survivor, even if the dead person gives the Thana buff is not optimal usage of the perk.

    One thing I've learned from facing off against squads who never cleanse is that you can tunnel AFTER infecting everyone meaning you still get full thana effect and tunneling. However, Legion and Plague are M1 killers so even if you're tunneled, it's not really as oppressive as the other options.

    @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232299#Comment_2232299

    Because 3 hook kill a survivor that give you stack forever is much more rewarding that 9 hook kill.

    Remember me also force you focus on a single survivor (Obsession) that hitting them will increase the open Gate time (except Obsession, which even increase the tunneling). Though Obsession can be changed in a match, and the effect (open Gate) isnt so important. But permanently slowing Gen does.

    Here is why it should not be a thing.

    https://us.v-cdn.net/6030815/uploads/5TXTD9A330FB/image.png

    1 Survivor has 100% working speed. 4 Survivors have 400%

    1 injured will put all 4 Survivor down to 95% speed. Their total would be 380%

    Tunneling one out for the game already remove their 100% working speed. You dont need Thana to put more salt into it.

    Your calculations indicate that the killer has managed to kill off 2 survivors. If this change was so impactful, wouldn't the damage kick in the moment 1 survivor has been tunneled out? It's already hard enough to escape with only 2 people

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222844#Comment_2222844

    Doesn’t have anything to do with laziness. Dismemberment could get the game banned in several countries where it is now legal and the devs want to avoid that.

    Then don't release the update in those countries. Make it a free DLC that's only released in countries where dismemberment isn't banned

  • @Midori_21 said:

    Honestly just make the range on the perk mapwide, and make the 3 tier be based on the duration. "Windows are blocked for 20/25/30 seconds."

    Now that you think about it, are there any areas that are only accessible by windows?

  • @Fhany said:

    I agree. The model ingame is awful :/ .. her face looks like she is on drugs or something.

    Maybe Quentin has been sharing her his batch

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227739#Comment_2227739

    ???

    People get pallet saves in solo que my dude, it's not that abnormal of a situation that is exclusively tied to SWF. Even if it was, there's literally no reason to restrict the perk in an arbetrary way.

    Wait you do? Every time someone goes for a pallet save the killer just drops me and downs that survivor

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227674#Comment_2227674

    Yassssss it gets lighter for gens done and darker for hook progress. I like this! :)

    Okay that would be kinda trippy also in night maps, how can it get any darker?

  • @Jay_Whyask said:

    Weren't we supposed to have fields of wheat instead of corn, like, three years ago? I remember everybody and their mother talking about how the corn was going the way of Spix's macaw, and then nothing happened.

    Honestly that'd probably be more healthy for the game. You can still crouch in a field of wheat and disappear, but you can't sprint into it like corn and become partially invisible.

    But then we'll get Urban Evasion squads that burn Coldwind offerings

    Good thing Coldwind has 5 maps but that is still something that can happen

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230110#Comment_2230110

    That's it!

    The devs can choose 20 perks for this killer to equip in the form of Addons.

    They can choose two very strong perks to be the Iridescent Addons, 4 weak perks for the Common Addons, etc.

    How did you correlate powers into perks? I explained that the killer's add-ons will give different powers, not more perks!

  • Due to how most of these perks were bad anyway and aren't a fundamental part of every killer's kit, sure I can get by this

    However, you didn't specify the distance for Starstruck. You also didn't say that it's linked to terror radius. How long is its new radius?

  • @Caleegi said:

    I get you, they should Cheryl again cause she looks like a drug addict and the way she looks in an old game looks better than in a new game

    But it gets worse. Have you seen the legendary skins for her?

  • Actually people have suggested to instead let survivors build or rebuild Breakable Walls due to how they're mostly advantageous for them

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227692#Comment_2227692

    Yes and they can remove the cap like they do for special codes like they have in the past.

    Well I'm not gonna complain. Nobody really likes the BP cap anyway

  • So in other words, the stack gets smaller and smaller for every Breakout user?

    Personally all this trouble could be avoided if we could see each other's perks in the start of the match. That way I can let the sabo breakout body-blocker do his thing and run another build

  • If you think farming killers are horrifying then you should see farming survivors. At least with killers they let you do those stupid challenges. Farming survivors just screw you over.

    Besides, with how bad the grind is in this game, why not a little farming?

  • If it were a band-aid fix, people would just tell killers who lost their totem to run them. If those perks were band-aids, they were absolutely terrible which means they can be safely incorporated to buffed totems

  • People still prefer if you could save it up. Even if it replenishes ammo it'll still waste your time due to the slowdown he suffers while using it

  • I would prefer dealing with the challenges that require survivors to unhook sloppily. Seriously, unhook someone in the killer's terror radius? WHY?!

  • I really want Unrelenting to be good but this isn't how you do it. The numbers are too high

  • I think there was one challenge where you need to unhook your unhooker. Wasn't that the one that led to farming?

  • I think someone once suggested to make both the husk and Spirit flicker every few seconds to make it clear

  • Yeah this seems like a QoL thing that I can probably agree with

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227796#Comment_2227796

    This isn't specific to you, but I get very tired of the "just run X perk" argument that gets put forward all the time whenever a weakness or issue with the game gets brought up. It is literally impossible for a survivor to run a perk that can cover every potential situation. We need to stop using "just run X perk" as a way to stop examining issues within the game.

    One of the issues with pallets is that they are no longer anywhere near as useful as they were in earlier years. It's a problem. It needs addressing, somehow, whether that's figuring out how to tweak them so they are useful again (such as by not allowing ranged attacks to go over them, which kinda breaks physics, but hey, we're all stuck in some bizarre supernatural realm anyway), or giving survivors a new tool of some kind to help take up the load pallets can no longer carry.

    You see, being able to last long periods of time in chase or even escaping is incredibly powerful. Think about it, searching for survivors is usually a gamble and walking towards where survivors are can take a good amount of time with the exception of mobility killers. Then they have to chase the survivor in which skillful survivors can run the killer for a good amount of time, allowing their teammates to do gens. If the survivor somehow manages to escape then they've wasted all that time doing absolutely nothing.

    That explanation is the reason why the Houdini build has a purpose in this game because losing a survivor is pretty darn powerful and you want to make it basekit?! Seriously those ranged killers you talked about? The one thing they have going for them is their ability to end chases quickly and you want to take that away from them? For free?!

  • @Kumakx said:

    Well, she could and she could not. Both would make sense, depending on if we want to make twins stronger or not.

    On one hand, it's a killer, so she could obviously hit nearby survivor, when going after victor, but on the other hand, lore-wise, she could hard tunnel on getting back to victor, ignoring everything in sight.

    What i want to deal with, is ability to camp the hooked survivor AND apply map pressure at the same time. If bubba decides to facecamp someone or low proximity camp, he gives up map pressure and other survivors can work on gens. If hags does it, same thing, even if she traps the hook, she has to stay somewhat low proximity to be able to teleport. Twins on the other hand, can leave Charlotte as close as it's possible to the hook, while still applying tons of pressure with really mobile Victor. And when unhook happens, they can swap right back, unlike for example demodoggo, who has to place portal / traverse his dimension. 

    You're already removing their camping potential which is arguably one of the stronger parts of their kit so honestly, just make either of them attack survivors they encounter

  • @Micheal_Myers said:

    The answer to that was before crossplay it was giving other players an advantage over others. But, after crossplay I dont see a problem with it tbh, unless you turn crossplay off.

    If playing with a controller wasn't so horrendous this wouldn't be a problem in the first place but no... Let's just wait a few more millenniums until console is optimized

  • @Junylar said:

    It would be much better to just give extra BPs and shards for regular logins, like they do in MMOs.

    Apparently this can't be done because they need to prevent players from playing long periods of time and then just logging in every few days or so. It's also the reason there's a BP cap.

  • The problem is, you would have to revamp a good portion of the game. This should probably just be a separate game mode, maybe even DbD 2

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