Shroompy
Shroompy
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- Shroompy
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2456618#Comment_2456618
That's due to the ranking system being dogwater, but this would only make it worse
How would it make it worst? There's nothing stopping more casual players to play ranked to also play against more casual people.
Besides, more competitive players have literally no other option other than current matchmaking. Would be nice to have a setting where EVERY ONE is actually skilled and playing to win.
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@Tekno_Badger said:
Then all the sweats would go bully in casual mode
So.. like they do now?
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I think multiple perks need changes, mainly the ones with unhealthy design, to name a few...
Iron Will
Spine Chill
Tinkerer
NoED
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Nah, not gonna throw the game just because some one pressed CTRL or M2 3 times in a row.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2456141#Comment_2456141
The Entity creates the realms, so she creates both of those things. Idk, maybe get rid of the Stations and allow Feral Frenzy to injure but not down. Like I said, limited mends is extremely problematic for solo queuers
Here's the thing, when I make reworks I basically see them all in the game. Meaning that my changes to The Legion, Trapper, Spirit, etc, are all in the game.
For months now I've been writing a post of what I would do to rework The Trials, a way to refresh the current gameplay, remove some if not all of the frustrations from both sides, while still keeping the core elements there. It also aims to bridge the gap between Solo Q and SWF immensely
So stay tuned for that
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2455992#Comment_2455992
I mean I guess, but I like that their power doesn't have much Entity intervention. Keeps them more human. Either way, this could work, hard to say with its complexity, the numbers could need tweaking
I mean its not really The Entity intervening, I see this mostly like Nemesis' Vaccines
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2455972#Comment_2455972
Ah, you'd have to attack twice in Blood Frenzy. Okay. The numbers would probably need some tweaking during a PTB, but it could work. Idk how to feel about Stations tho, they don't fit the lore at all.
Well it kind of fits the lore, The Legion seem to be a little cocky at times as seen in their perk descriptions. And also an add on shows that theyve researched stab wounds. Patching Stations would basically be their version of letting some one get back on their feet only to knock them straight down again
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2455936#Comment_2455936
Ah okay, just reword it that way then. I thought you meant Feral couldn't even injure them. This rework would also make them incredibly cruel against solo queuers
I mean Feral Frenzy cant damage at all, all it can do is apply Deep Wounds.
Blood Frenzy how ever, will damage a survivor no matter what, and youre encouraged to apply Deep Wounds as much as possible while in Feral Frenzy to then get Killer Instinct while in Blood Frenzy
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/254830/my-attempt-at-a-legion-rework
Seems like a Legion with more slowdown due to the Stations. And if survivors don't get injured by Feral Frenzy, then he has even less lethality than before. Do you mean they can't be downed? Because that would make more sense
Feral Frenzy cant down, but Blood Frenzy can.
And keep in mind, a survivor can only mend themselves using a Patching Station, and thats a limited ressource.
EDIT: Just wanted to clarify that Blood Frenzy just damages for 1 health state, and doesnt immediately send survivors into the dying state
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2455902#Comment_2455902
I'll post my answer there to make things easier. In the meantime, lmk what you think of mine :)
The number changes are nice but I wouldnt necessarilly call it a rework, I do believe Myers needs a little more than that since his power is REALLY outdatted
Again, this would be a start though
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2455787#Comment_2455787
Legion one makes him weaker, Myers one sounds cool, Trapper I like. Always wanted him to have a secondary power. My Legion and Trapper reworks are posted here, I'll @ you for Myers
Why do you think the Legion one makes him weaker?
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Legion
Myers
Trapper
Ive already posted what I would do if I were in charge of reworking these killers:
If youre interested:
Legion:
@Shroompy said:
Introduction
So, with all these Legion posts going around recently I decided to try to give my shot at a rework, with it I want to address 3 main problems:
-Legion having a problem catching up to survivors while in Frenzy
-Survivors having no incentive to stay together
-Feral Frenzy having no lethality
So with these things in mind, lets begin shall we?
Feral Frenzy Rework
-Feral Frenzy starts deactivated
-Feral Frenzy now has 90 charges at base
-Feral Frenzy replenishes charges at 1 charge/s
-Feral Frenzy replenishes .5 additional charges a second for every injured, dying or hooked survivor
-Hitting a healthy survivor grants The Legion 15 charges (1/6 of their power)
-Once Feral Frenzy is fully charged, press the primary power button to activate Feral Frenzy
-Consume 6 charges/s while activated
-Increase Feral Frenzy movement speed to 5.6m/s (140%) up from 5.2m/s (130%)
-Hitting a survivor in Feral Frenzy applies the Deep Wound status effect to the survivor but does not injure them
-Hitting a survivor in Feral Frenzy replenishes 45 charges (50%)
-After successfully hitting a survivor in Feral Frenzy, receive Killer Instinct on every body within your terror radius that is not affected by Deep Wounds
-After successfully hitting at least 2 survivors in Feral Frenzy, Blood Frenzy will become available
-Blood Frenzy can only be activated while Feral Frenzy is activated
-Hitting a survivor in Feral Frenzy while they're already affected by the Deep Wound status effect will immediately cancel The Legions power, sending them into fatigue and consume all charges
-Deactivating Feral Frenzy saves the current amount of charges
-Deactivating Feral Frenzy or Blood Frenzy by any means will send The Legion into a 4 second fatigue
NEW ABILITY: BLOOD FRENZY
// Blood Frenzy works very similarly to Feral Frenzy but this is where The Legion gets their lethality
-While in Feral Frenzy and you've hit at least 2 survivors, press the secondary power button to activate Blood Frenzy
-Once activated, a global audio cue will be played
-Once activated, replenish all charges
-Receive Killer Instinct on survivors affected by Deep Wounds, except for the last survivor you hit with Feral Frenzy
-Hitting the last survivor you hit in Feral Frenzy while in Blood Frenzy will not damage the survivor but will instead immediately cancel your power and consume all charges
-Hitting a survivor in Blood Frenzy deals 1 health state of damage and cleanses them of Deep Wounds
-Hitting a survivor in Blood Frenzy will replenish 25% of charges
-Attack cool down time increased in Blood Frenzy from 1 second to 2 seconds (This is to give survivors a little bit of time to run away)
-Deactivating Blood Frenzy by any means will consume all charges and send The Legion into fatigue
// The introduction of Blood Frenzy should make The Legion a lot more Lethal, this new lethality might incentivize survivors more to heal as The Legion will gain his power much slower (No survivors injured = 90 seconds, compared to 4 survivors injured = 30 seconds)
DEEP WOUND CHANGES
-Survivors can no longer Mend themselves and have to rely on others to Mend them
-Bleed Out Timer increased to 90 seconds (up from 20 seconds)
-Bleed Out timer will only pause if in a chase or if being mended
-Deep Wounds now counts as a healing action. Meaning any perks, add ons, or items will affect it (Can heal Deep Wounds with a Med-kit or Self Care)
// Survivors not being able to mend themselves forces them to find some one else to mend them, or use the alternative:
New mechanic: patching stations
-5 patching stations are scattered around the map and survivors affected by Deep Wounds will be able to see them with a white aura
-Interacting with a patching station removes Deep Wounds and heals the survivor
-Can only be used once
//Patching stations are very powerful tools for survivors but have to be used carefully, as they only have 1 use
Conclusion
This rework aims to make The Legion a bit more interesting to play as and against, while also increasing his viability. Reworking The Legion while also keeping their identity is also quite difficult as they could easily become way too oppressive. There are a lot of restrictions I had to do and hopefully there isn't anything I'm missing (but if I am let me know <3)
Well, let me know what you think!
@Shroompy said:
Introduction
Many can agree that Myers isnt a really strong killer, his power is severly outdatted, he's only seen a few changes to his kit since his release in October of 2016.
So, what exactly is the problem with him?
- Has a very weak early game
- Has no map mobility and doesnt have a strong enough power to compensate
- Falls behind compared to the other tier up killers and stealth killers
- Is no longer unique with some of the newer killers that have been released
Compared to the other reworks Ive done, I wanted to make drastic changes to his kit while still keeping his playstyle and identity present.
I also wanted to make all 3 Tiers unique from each other and all have their own benefits (yes this is a spoiler already, Myers can jump between all 3 tiers)
With that out of the way, lets get to the changes.
STALKING CHANGES
- Can only stalk while in Tier 1 and Tier 3
- Distance no longer matters while stalking, Myers will now stalk at the same rate no matter the distance
- Stalk a survivor for the equivalent of 10 seconds to activate Tier 2
- Stalk a survivor for the equivalent of 15 seconds to be able to activate Tier 3 (Can only build up stalk for Tier 3 if he's reached enough stalk to allow him to enter Tier 2)
- Myers can now chose when he tiers up and no longer has to hold his stalk at 99%.
- If Myers tiers up or tiers down, he can only do so again after 15 seconds
tier 1 changes
- Increased movement speed from 4.2m/s (105%) to 4.4m/s (110%)
- Increased Terror Radius from 6m to 8m (This is just to make things consistent, so his TR doubles every time he tiers up)
- Undetectable status effect only granted while stalking
- Can now gain Bloodlust
- Now has a normal lunge
- While stalking in Tier 1, if Myers is close to his next tier up. The "stalk warning" sound will play for the survivor who's currently being stalked
- Tap the secondary action key to enter Tier 2 (If has enough stalk to do so)
- Hold the secondary action key to enter Tier 3 (If has enough stalk to do so)
- Cannot Tier Up if a survivor is looking at him
TIER 2 CHANGES
- Removed the ability to stalk
- Removed bonus vault speed while in Tier 2
- Granted "Shadow Walk" ability
- Tap the primary power button to enter "Shadow Walk"
- Tap the secondary power button to return back to Tier 1
NEW ABILITY: SHADOW WALK
Shadow Walk is a new way for Myers to traverse around the map. Shadow Walk how ever has a few unique properties
- Shadow Walk base movement speed: 5.6m/s (140%)
- Shadow Walk grants you the Undetectable status effect and you are invisible to survivors
- While in Shadow Walk, you leave behind a faint trail of black smoke only visible to survivors 16m away
- Cannot enter Shadow Walk if within 8m of a survivor
- Cannot enter Shadow Walk if a survivor has line of sight of you
- Cannot interact with anything, stalk or attack during Shadow Walk.
Shadow Walk is meant to be a mobility tool to get around the map and not necessarily a chase tool, the limitations is so it is not easily abused
TIER 3 CHANGES
- Now granted the ability to Stalk
- While stalking, survivors within 24m of you are revealed with Killer Instinct
- Bonus vault speed reduced from 30% to 15%
- Destroy Breakable Walls, Pallets and Generators 15% faster
- Recover from a successful hit 15% faster
- Recover from any stun by 15%
- Tier 3 has a duration of 60 seconds and cannot be cancelled early (like before)
- Return back to Tier 1 when Tier 3 runs out.
ANIMATION and misc CHANGES
- Emit a global audio cue for every time you Tier Up or Down
- While in Tier 3, Myers has new animations for destroying Breakable Walls, Pallets and Generators
- While in Tier 3, Myers no longer grunts when stunned
- While in Tier 3, Myers has new stun animations
CONCLUSION
I have way too much time on my hands, but hopefully you guys enjoyed this. This change aims to make Myers more thematic while boosting him a bit higher on the tier list.
I had a lot of fun writing this and I aim to make more reworks in the future, take care :)
@Shroompy said:
INTRODUCTION
Were back at it again with another killer rework, this is the 5th one Ive done so far and like the previous one with Myers, I aim to change a lot about the killer since his power is severly outdated, how ever I plan on keeping the killers identity.
So, what exactly is the problem with Trapper?
- Long set up time
- No map pressure
- Relies heavily on RNG
One other thing I would like to clarify with this rework, is that Deep Wounds will work the same as it does with the Legion rework I wrote, which can be found here: https://forum.deadbydaylight.com/en/discussion/254830/my-attempt-at-a-legion-rework
With that out of the way, lets get to the changes.
GENERAL CHANGES
- The Trapper is no longer restricted to only carrying 1 trap by default
- The Trapper now has two modes, Bear Trap and Concentrina Wire
- The Trapper can switch between these 2 modes by interacting with a Locker
- Switching modes takes 4 seconds
The basement
- While playing as The Trapper, if there are multiple basement spawn locations for that map, both will spawn a Basement
- At the back of The Basement there were be a portal, that only The Trapper can utilize.
- Interacting with a portal
- Coming out of a portal grants him the Undetectable status effect for 5 seconds at base
Bear trap changes
- Start with 6 Traps by default
- Survivors who have escaped from a Bear Trap will suffer from the Hindered status effect for 10 seconds
- Bear Trap Struggle mechanic works a little differently now, instead of having a maximum of 6 attempts and a chance to escape, survivors will be granted a skill check after 8 seconds of being trapped. After those 8 seconds they will be greeted with a very difficult skill check. If they successfully hit the skillcheck they will free themselves, if not then they will remain trapped and keep getting a skillcheck every 4 seconds which will become larger after every failed attempt until they eventually succeed it.
- Survivors who have been free'd has to let the animation play out of them getting out of the Bear Trap (this is to avoid the survivor looking like theyre just sliding across the floor)
- Traps can no longer be ignored by survivors using Dead Hard
- Traps can no longer be seen by survivors using a Map
NEW ABILITY: CONCENTRINA WIRE
- Start with 4 Concentrina Wire Kits by default
- Can set Concentrina Wire on Generators, Pallets, or Windows
- A survivor interacting with an object that has Concentrina Wire over it will be affected by the Deep Wounds status effect.
- If a survivor is already suffering from Deep Wounds, they will instead be damaged for 1 health state.
- Concentrina Wire Setting Time: 3.5 seconds by default
- Concentrina Wire Pick Up Time: 3.5 seconds
- Concentrina Wire will disarm it self after 3 uses and automatically return to The Trappers inventory.
PERK UPDATE: UNNERVING PRESENCE
Your presence alone instils great fear
Survivors inside your Terror Radius have increased odds of triggering Skill Checks by 15/20/25% and their success zones are reduced by 65/70/75%. Great Skill Checks can no longer be performed.
Survivors who have been inside the killers Terror Radius for 30/25/20 seconds straight will scream and reveal their aura for 4 seconds
CONCLUSION
Well, thats the end of it. These changes would in theory bring our poster boy a little more in line with the newer killers. I also hope you like the little bonus perk update :)
Well, thanks for reading <3
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2455568#Comment_2455568
LOL good flip on that one. Difference is a sports game is in public and there are consequences to your actions. Bring a mori (like why the ######### anyone cares anymore), tunneling/camping in a video game is not a good comparison.
The reason why there is consequences is to prevent people from ruining the experience of others.
At the end of the day, both parties paid and youre ruining it for the other if you only value your fun
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Just take a break, in my 4 years of playing Ive had a total of 2 burn outs that both lasted about a month or 2 and they helped out a bunch
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@SMitchell8 said:
To the killer who faced camped and brought a mori .....
... You paid for the game and are entitled to play how you want.
So according to your logic, if I go to a sports game I can act like a dick and disturb every one around me? I mean I paid for my ticket.
Thing is, every one else paid as well. And simply ruining the experience of others because "I paid for it" is a REALLY bad excuse
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God I wish I was that killer
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Yeah, and that survivor would be me
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2447689#Comment_2447689
Yeah, because it's the player's fault there is no in-game recording feature in a game in 2021 that has been in games released in 2004 and even earlier, sure.
Yeah, and it is the games fault that the player is not using what they have to at least attempt to get something done.
From what I know, the system works just fine. A friend of mine reported some one for save file hacking and they were banned less than 24 hours later
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I dont really have an issue with anything here, very well thought out! Removes all frustrating elements of his kit while also making him much more skillbased. Well done!
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I was thinking of giving Myers more of Jasons Shift ability. I made a rework for him myself quite some time ago.
If youre interested here it is: https://forum.deadbydaylight.com/en/discussion/263373/my-attempt-at-a-myers-rework
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2451437#Comment_2451437
Going back to the first point: rely on sight.
Thats not the point, the whole point is not being able to hear survivors. What good is sight when theyre behind a wall? Iron Will doesnt do anything if youre out in the open.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2451348#Comment_2451348
Scratch marks and blood last for several seconds, track these if you cannot hear the injured survivor. If it's still trouble, try Predator and/or Bloodhound.
Sound isn't the only sense removed from killers. There are also items and perks for blinding the killer, so I assume you don't agree with those either?
Difference with those is you can avoid getting blinded. You can't just get better ears to hear a survivor with Iron Will
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2450928#Comment_2450928
If nerfing it would make it garbage then why nerf it at all? Are survivors not allowed to have strong perks?
Theyre allowed to have strong perks, but unhealthy design is another thing
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2450928#Comment_2450928
Oh ok, so you're playing without eyesight? Otherwise, explain to me why you are unable to see scratch marks or blood pools on an injured survivor.
The downside is that you need to play injured to get any value at all from the perk. Not every perk needs a downside, and is usually a selling point as to what makes it a bad perk. Dying Light, for example.
Youre making it sound like Iron Will gets its value from out in the open, which just isnt the case and Im sure even you know that
It gets its value in the middle of chases behind walls, youre adding an extra layer of mindgames by literally equipping a perk that doesnt require anything other than being injured.
People who are healthy cant even get away with the things Iron Will can because of the huffs and puffs they make.
Ive said this before and Ill say it again, stripping a killer of one of their senses is not healthy for the game
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@GoshJosh said:
Explain to me how Iron Will has no counterplay when:
- Scratch marks are a thing
- Blood pools are a thing
- Infection as Plague or Nemesis causing coughing are a thing
?
The only "counterplay" you mentioned is Plague and Nemesis causing the survivor to cough
The others do absolutely nothing to cause the survivor to make sound when they're injured, sound is pretty damn important and the fact that there's a perk that completely rids a killer of one of their senses is REALLY dumb.
Would nerfing it in any way make it garbage? Yes, most likely. But a perk like this with no downsides or requirements shouldn't be in the game to begin with
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/2449942#Comment_2449942
Thanks for the totally necessary productive comment 👍
And thanks for another generic salt post that doesnt bring up any form of discussion whatsoever 👍
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@SilentPill said:
Rusty Shackles IMO, on an indoor map it’s absolutely insane. And unlike the other killers, takes 0 skill to use. Like literally 0.
But also maybe redheads pinky finger? It’s definitely better than Iri head at this point.
Tombstone piece is up there but against a really good team you will only ever get 1 tombstone and a SWF will call out if you are stalking them for too long.
Rusty Shackles makes Hag worst, its just frustrating to go against because survivors dont realize theyve triggered a trap.
A part of what makes Hags traps so deadly is the camera flick, this can completely throw a survivors pathing off and actually net you a hit that otherwise wouldn't be possible with Rusty Shackles
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cool story bro
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@Kraizmer said:
What are you talking about, hitboxes are fine. Buy better a connection or move somewhere better
The savior of Dead by Daylight ladies and gentlemen, right here
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2449369#Comment_2449369
So basically the same can be said about the Huntress hound mask, and the Pro-Pain hammer for Billy. OH WAIT!! BHVR gave those out to everyone because, just like some legacy owners, peoples data bugged out causing them to lose these exclusive items. HMMMMMMMM.
If they can give out exclusive event cosmetics that people EARNED, then why haven't they done it for Legacy. People have lost their legacy cosmetics in the past and haven't gotten then back, so why not give it to everyone since it's the same reason they gave out the hound mask and Pro-Pain hammer.
Did people not show their dedication to the game earning those cosmetics?
I literally talked about that, and Id rather not have people feel the same way I did when they were given out to everyone.
Besides, Legacy was much harder to obtain than those Event exclusives
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Thats not the servers bud, thats you being scammed out of your arse by your ISP
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Ok first of all I had a stroke reading this
Second of all, the whole reason why people want Legacy is because of its exclusivity, people want to show their dedication to the game.
Thing is if you introduce Legacy now, it won't be nearly as special as they think. The amount of grind people had to go through was insane and giving them back out would be a HUGE slap in the face to those people who earned them. I know this since I was a proud owner of the Howling Grounds and Scorching Summer BBQ exclusives, and having those just given to every one was well, a slap to the face.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2449103#Comment_2449103
The problem is he has massive sway with the devs. They were even watching his stream during the ptb.
Name a single survivor meta perk that is "earned" NOTHING a survivor does is "earned". But killers must go through multiple hoops to get a perk to proc once with a 20 minute cooldown after.
Do bones of GTFO when the gens are done. Survivors hate it so much because they want to make a "sick" hook rush bt body block play out the exit for the youtube montage.
I guarantee if NOED became meta then survivors would equip one of the multiple totem perks or a map and it wouldn't be an issue. Even as it is it isn't a problem for SWF. How many times did they cleanse all 5 totems during their hardcore survivor challenge?
"he has massive sway with the devs"
Name one change he exclusively said, that actually ended up in the game. I'm waiting.
Also ######### are you on about??? Survivor perks aren't "earned" but neither are killer perks. What exactly are you doing to get Ruin, Corrupt, Undying, Tinkerer, or even NoED to proc?? You're not actively going out of your way to activate these perks. Neither are survivor meta perks like DS, Unbreakable, BT.
Also survivors hate not being able to go for end game saves when NoED is in play because its not fun to leave some one behind. People like going for risky plays because its thrilling and adrenaline inducing. But when you add NoED or even an insta down killer they can't get that thrill or excitement, because they know if they even attempt it they're gonna most likely die doing so.
And people already run totem perks... Hex totems have been apart of the meta for a long time now and NoED isn't going to change that
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oh no :(
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So... you're upset that some one else who's a large figure in the community doesn't have the same opinions as you...
gotcha
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Objection, I hate Legion and hes pretty #########
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@justad00d said:
https://forum.deadbydaylight.com/en/discussion/comment/2447311#Comment_2447311
I had a crazy Badham Preschool 3-gen a couple weeks ago. Two gens were right next to each other and then one directly across the street. It was worse for survivors that the gen spawn in the original post because there wasn't much obstructing the view between the three.
There was a worst one of Badham in the past
Pretty sure it was before the Freddy rework (Meaning there was only the "Badham 1" variation). And there was almost ALWAYS a gen that would spawn at the front of the school, and one inside of the school, AND the fence next the school there was almost always a gen that would spawn there, and one RIGHT beside the school outside, (on the same side of the downstairs window). I remember always abusing the hell out of it every time I got Badham because it was a free 3 gen every time.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2447729#Comment_2447729
Whose power does it ruin?
Myers isn’t undetectable after tier 2
Pig’s stealth is horrible anyway and is hardly used
Wraith is very strong in chase, the stealth isn’t that important
GF exposes you as you stare at him
Any means makes nemesis’ zombies useless, is that perk unhealthy?
Quite frankly, I’m not sure how guaranteed hits/grabs from stealth without a perk to use as counterplay is healthy at all to the game.
Stealth is COMPLETELY ruined by Spine Chill. The whole point of stealth is to catch survivors off guard. With Spine Chill you get a warning that theyre coming. Now people say killers can just turn around to avoid Spine Chill. How ever Myers and Ghost Face have no choice but to look at survivors if they want to use their power.
Perks like Dark Devotion, Trail of Torment or any other Undetectable perk is literally ruined because of Spine Chill and is a huge factor as to why they arent used as much as they should
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2447286#Comment_2447286
Spine chill is not unhealthy, it makes the game more accessible to people with anxiety.
Its unhealthy, a perk that completely ruins multiple killer powers and perks is not healthy for the game.
Im sorry that youre suffering from bad anxiety, but lets be real not many people run Spine Chill because of that reason
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I mean if you dont even try to do anything then yea, dont expect things to happen
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My go to Blight build has always been:
BBQ/Brutal/Whispers/Blood Warden
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2447504#Comment_2447504
HOW DID YOU EVEN FIND THIS POST TO NECRO???
If Id have to guess, they used the search bar
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@DragonKnight355 said:
I think Hag is better than clown, because her abilities to mind game is better than clown and the fact that she is able to teleport.
There is a Hag main extraordinaire named Space Coconut, he is a Hag main and is really, really good as her.
But as said many times, it only depends on the player.
Bro why must you bring back my past to haunt me 😫😫😫😫
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@SilentPill said:
The survivor gets to see where the plaything totem spawns? That’s dumb and makes it instantly terrible.
But yes it could be interesting to have a bunch of blind and oblivious survivors running around an indoor map. Won’t help against SWF though so it would mainly be to mess with solo Q teams.
They only see the totem when within 16m of it. Same range as Knock Out
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There was a possibility for an even worst 3 gen on Haddonfield about 2 years ago, it was possible for 2 gens to spawn in the Myers house at one point, and if you were lucky another one would spawn on the street right outside of it
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2447285#Comment_2447285
I’d like one. With caramel and macadamia nuts plz.
Coming right up sweetie~ <3
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Its deserved, its a perk that needs tuning and is unhealthy for the game just like Spine Chill or Iron Will
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ok...
wanna cookie..??
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2445382#Comment_2445382
I wouldn't call Haunted Grounds or Retribution defensive hex totems. They are trap totems since they give you value for being cleansed. They also don't require another totem to be ran to be effective although Retribution can combo pretty well with Haunted Grounds since the aura reading effect triggers on any hex cleansed.
Defensive, Trap totems, what ever you want to call them, but I said their effects alone are not worth the time to cleanse, a smart survivor wont cleanse a totem until they realize that something more threatning like Devour or Ruin is in play.
Thing is were getting off topic, and the reason why these 2 perks got brought up in the first place is because they dont have any synergy with the rest of Spirit or Deathslingers teachables. So why is Blight an exception? Blood Favor either needs to no longer be a totem or remove the cool down
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Whats the point of this? Survivors cant see what killer theyre facing, and I havent seen anyone ask for this
