Shymare_11
Shymare_11
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/2120443#Comment_2120443
Thana was nerfed, and Dying Light received a rework.
Overall, I do agree that Thana was nerfed. However, technically, the generator repair speed portion was buff, even if it was buffed by such an insignificant amount. I honestly hoped it would be closer to 7, 8, or even 10% per injured survivor but I digress. Besides that, it was changed because of how it was self-sustaining, since it both encouraged and discouraged healing, something that is not healthy for balancing reasons.
Similarly, Dying light was reworked because it encouraged tunneling, a valid strategy deemed by the Devs but not wanting to encourage it either. It was changed as well for more gameplay health reasons. To be fair, though, it was kinda nerfed in that aspect since now: the more tokens you collect, the less you’d need them since your still getting consistent hook pressure. Along with the fact, the amount of work required to get use from it grew exponentially.
Taking both into consideration, these perks were not change for the speed which generators were slowed by, but how the slow down from these perks were acquired and maintained. Thus, they technically could be argued that they should be buffed to better match the current arsenal of generators speed perks.
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@GlamourousLeviathan said:
So, for the last couple of days I have been on the train hype for getting the adepts. For getting a merciless, everyone know that you have to get at least a 4k on most cases. Thanks to the hatch mechanic, killers who Seek the adept will probably have to slug for the 4th survivor and so I did. On one of those games I realized how it doesn't make any sense for Deerstalker not be base kit. There was only one Feng left and she was slugged on the ground, she hid somewhere and I couldn't find her at all. In the end, she bleed out and I lost points because of that. In that situation, the game was already lost for that Feng and everything after that was just a massive and pointless waste of time, as I had already outplayed her and got the kill.
My idea is that this base kit Deerstalker would activate only if the downed survivor has spent more than 2 minutes on the ground. I get it that crawling somewhere safe and wait for healing is a strategy, so that's why it only activates after a certain period of time in a situation where no other survivor will probably go to the rescue.
"But this will encourage the killer's to slug more". Here is the thing: killers only slug when it is the most convenient option. For someone who wants to get as many points as possible, slugging the third survivor to get the fourth still is the most secure way to get a Merciless/4k because a downed survivor has less chances of finding the hatch than a healthy one. This change will not make killers slug more as they already have enough reasons to.
Even though you have out played the Feng, you chose to gamble the certain of retrieving her. Greeding for a 4K has its risks, especially when it comes to slugging. If you leave a survivor on the ground for an extended period of time, that is on you and you were the one who made that decision fully knowing what might happen.
I understand the annoyance that is cause when you’re trying to find the last survivor but leaving them on the ground and having a way to track them with sacrificing some part of your perk/addon kit for it, denies the survivor any chance even if they are near impossible.
If such a thing were to become base kit, what is a slugged survivor supposed to do while you saunter around the map looking for either the hatch or the last survivor? Recovering? Then what? You not knowing their exact location while slugged allows them to hide themselves/ travel to either fully recover safely, find the hatch, or find the other survivor without the certainty of being intercepted. All of which cannot happen with base kit Deerstalker. There would be no reason to do anything while slugged and thus left for 4 minutes doing nothing but stare at the low res floor and get AFK crows.
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@Lord_Tony said:
like seriously kicking gens without a perk does literally nothing.
I would maybe slow down 2 miliseconds of progress and barely any damage.
the regression is really slow too
oh and get this survivors can just "tap a gen" to HALT the regression. Which takes 1/60th of a second to do. It's so fast they can do it mid chase too with zero repercussions
kicking gen = 3 seconds
gen tapping = 1/60th of a second
seems fair, no wonder killers can't provide gen pressure without POP or ruin.
Honestly, yeah. You’re right. The best change is make base regression 400% what it is now (I believe it is currently 1/4 of a charge) and add a base 5% instant regression penalty. It discourages gen tapping, especially mid-chase, and makes kicking a generator more worth while. The base instant regression will probably not stack with PGTW and the new regression rate will have ruin nerfed (likely to either 50-75% additional regression speed).
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@Northener1907 said:
Claudette
Camouflage = You know how to hide yourself. Go to corner and crouch in any grass. That will make you %50,75,100 invisible.
Dwight
Locker = Eternity heard your pains. You will start with +5 lockers in trial.
Nea
Eternity = Killers will see your real aura. And that will scare them. You will survive all trials when you use this perk. Only works for Nea.
Okey i think i used all memes. So i am done.
Lol
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2120962#Comment_2120962
It is the killer's job to kill you. But you failing to escape that action is on you. Survivors have unpteen tools to avoid going down.
As for "not letting you live or die", if you wanna die on hook I'm super into it - it is the other survivors you are screwing over.
The feature is meant to stop teammates from farming hooked survivors. If they were farmed, they would still die. The addition only prevents unnecessary kills, especially when a teammate is trolling or stupid. Why would someone be punished for the mistakes of another, that’s basic common sense. No one wants to be farmed off hook. Even then, if a survivor uses it to off themselves on hook, it doesn’t matter since they are just going to wait around/not contribute till they either get thrown on the hook again and die or they’re the last one left and still die somehow.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2120443#Comment_2120443
Add ons are very important..And by that logic...Brand New Part needs to go
Has gone, it been nerfed many times and is related to an item specific to generators speeds. If want to make a case for toolboxes to be removed from the game go ahead but I’d bet many won’t support it. If there was a killer power that directly affected generator speeds then their addons can do so as well. However, I don’t see that happening anytime soon.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2119061#Comment_2119061
Ok...? They still effect gen speeds. And they really shouldn't. Especially with as fast as gens fly.
If they were nerfed then thanaphobia and dying light would be as well. Perks are inherently more valuable then items and addons, thus being able to affect gen speeds or at least to such a degree. Slow down addons basically stack with perks as well making greater slow down while still gaining use out of the killer’s power. Unlike items (toolboxes) which addons were less effective and lasted only mere seconds.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2118323#Comment_2118323
Exactly. And it's bullshit. Take away any sort of add on that helps slow gen speeds. But yet I don't see Prove, Spine Chill, Resilience getting nerfed so they don't effect gen speeds either 🤷
Because those are perks, the Devs are trying remove killer addons that affect generator speeds.
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Honestly, if they were to anything like that it would probably be a perk instead of a base kit feature; especially with the increase of sound related addons (aka Freddy).
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Probably have it be an additional 25% bonus, stackable to a maximum of 100%, if all survivors escape. Since 150% for every survivor (a possible 600% or 200% if they meant 50%) is a bit much.
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I’m just saying
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@MadLordJack said:
I think there's 16 god pallets and another 6-8 brokenly strong pallets. I haven't counted personally though, this is just stuff I've heard. I do know that the difference between a god pallet and a safe pallet on The Game is miniscule.
Don’t forget Nurse lol
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As a Nurse main, I do not support this. As a survivor main, though, I completely agree.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2109402#Comment_2109402
the thing with your rework is that you have to rely on your teammates not being morons. solo q survivors would probably kill this perk just like we'll make it cuz most of them run to the corner of the map to self care for 5 minutes. but it synergizes well with ds, ill give it that
Yeah that’s kinda the point. It’s plays on the fact that you are alone and if others try to help you, or even are just nearby, they’re actively sabotaging you. Plus, if they run to the corner of the map, that helps you since they won’t be around to deactivate the wiggle speed bonus.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2109295#Comment_2109295
the tokens can be used as like a better left behind. the killer closes hatch, and then if you have a token or two you actually stand a chance of getting out (by opening the exit gate with the tokens). the perk should live up to its name or they should just scrap it and give laurie a new teachable
Left behind is an insurance perk. If you survive to the end, it increases your chance of escape. However, Sole Survivor rewards you each time a teammate dies. Thus, I was trying to shift it from that towards something more productive and trying still maintain a solo/alone play style.
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@dspaceman20 said:
I would change it like this
Sole survivor
you become shrouded in isolation and the Killer's aura reading abilities are disrupted as your friends reach closer to death.
Each time your allies reaches a hook state you gain a token.
For each token you gain your aura will not be read by the killer within a max range of 4/6/8 meters.
It still weakens the strength of OoO and it still promotes the death of your teammates. I guess incentivizing allowing your teammates to die is an intended result of Sole Survivor. At least this Sole Survivor will give actual value even if a teammate doesn’t die.
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@swager21 said:
i would say sole survivor needs a complete rework but not the one you just mentioned:
each time a survivor gets sacrificed or killed, gain a token
tokens are used to instantly complete 25% of any action
you need to press the active ability button to use a token.
if you are the last survivor alive, vaulting speed is increased by 15%
if this is too op, you can make it so it doesnt work on generators.
It still promotes the death of your teammates and for what it give probably doesn’t have much value unless you’re planning to gen rush you way to freedom, which is a strategy I guess. Also the ability to complete 25% progression is only worthwhile for generators since they are really the only thing that matter. I dislike the way this perk is but it is a valid way to change Sole Survivor which resembles the original reiteration more.
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@GannTM said:
Might as well never run Breakout anymore if Sole Survivor does that.
I mean go ahead, just hope your teammates stay out of your way. I very sure most won’t since they may be doing something like a generator/totem, wanting to get a flashlight/pallet/head on save, are slugged/hooked, or simply just don’t care.
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@Lord_Tony said:
only if SWF gets nerfed
Lol if only.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/2109095#Comment_2109095
Very true, very true. So maybe not that. Kind of a shame because I'd really appreciate more perks like Distortion or Off the Record in the game.
As for your rework, I like that it synergizes with Decisive Strike. To make it a little stronger and more true to its original design, I'd increase the wiggle speed only for each killed or sacrificed Survivor (or neither, and make it hooked Survivors instead to counter snowball) and also increase the stealth time from 6/7/8 to 6/8/10 because that's the norm for similar perks like Poised and Self-Preservation. The Breakout safety net is also unnecessary. It's a rare perk already, and if we have the above conditions then it shouldn't be a problem (and it'll reward losing teams for altruism).
Sorry for the ramble. I just think conceptualizing perks is pretty fun.
I also like aura suppressing perks as well. Wish there were more of them.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/2109095#Comment_2109095
Very true, very true. So maybe not that. Kind of a shame because I'd really appreciate more perks like Distortion or Off the Record in the game.
As for your rework, I like that it synergizes with Decisive Strike. To make it a little stronger and more true to its original design, I'd increase the wiggle speed only for each killed or sacrificed Survivor (or neither, and make it hooked Survivors instead to counter snowball) and also increase the stealth time from 6/7/8 to 6/8/10 because that's the norm for similar perks like Poised and Self-Preservation. The Breakout safety net is also unnecessary. It's a rare perk already, and if we have the above conditions then it shouldn't be a problem (and it'll reward losing teams for altruism).
Sorry for the ramble. I just think conceptualizing perks is pretty fun.
I believe that inherently anti-snowball perks are not healthy for the current state of the game as it punishes the killer for quick downs and fast hooks, thus I’m more apprehensive about going that direction. Also, the current time of stealth is to better suit DS and was purposely made shorter than Poised and Self-Preservation due to its powerful effect.
Also the break out safety net was to prevent bully squads from using both to unfairly deny killer hooks. Since a 35% increase to wiggle speed is way too much, in my opinion. Especially for the dedication of only two perks.
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@Mr_K said:
Sole Survivor still works fine with OoO.
There's already a wiggle perk, Flip-Flop.
You are making a single perk way too powerful.
I disagree. Sole Survivor both promotes the death of your teammates and now inherently weakens OoO. If your aura is not revealed to the killer, you cannot see the aura of the killer. That’s the fundamental use of OoO besides figuring out the aura reading perks of the killer, which at that stage of the game, most should already know.
Also, Flip Flop requires the killer to slug for quite a while without another survivor picking you up or talking you to any nearby hook since it’s a maximum of 50% wiggle progress (assuming they get there).
Even then, there are multiple aura reading perks, scratch mark hiding perks, exhaustion perks, deception perks (deception, quick and quiet, red herring, etc.), and more. So why does there only need to be 1 wiggle speed increase perk?
The only part of your argument that I can see as possibly plausible is giving the perk too much. But even then, I can see that it is still inconsistent due to the possibility to not even get the wiggle speed effect from the position of teammates and the pathing of the killer towards a hook.
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I feel 18 meters is a stretch but 16 sounds good.
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@Trwth said:
Sole Survivor should just work similarly to Fast Track where you get stacks when other Survivors are hooked, but each stack is permanent and reduces the range where the Killer can see your aura. Still synergizes with Object, but is still usable without it. I also think Sole Survivor should work like Spine Chill and alert you when the Killer sees your aura.
Sole survivor prevents your aura from being shown which directly prevents OoO from activating. Since it only works if the killer can see the OoO user’s aura. Also, OoO already notifies the user if the killer can see their aura since it will light up and reveal the killer’s aura. So in reality, Sole survivor would both redundant and counter productive to OoO and by itself.
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@onemind said:
I like the idea. It increase the range and give an icon that this person has sould survivor tita it
Not gonna lie, I had to read this a few times to get, but yeah; letting other survivors know that you have sole survivor would be a good QoL changes. I’m also assuming that extending the range means from 12 meters to 16 or 14, right?
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@PatchSyraxion said:
Does anyone else feel they have significantly worse games when they have a TTV or YT player that is advertising in their in game name ,This is basically a problem for Survivors more than killers for the reasons I am about to state but it’s still unnecessary and frustrating , I just came of a 5 hour survivor grind and it seemed that every other game had one or more ttv players in my lobbies and those players would “magically” be the first ones hooked and killed and in other instances the TTv players would just walk around the map ignoring objectives and every time they got close to me or someone else that person would end up chased by the killer , it honestly feels like Twitch streamers are being stream sniped and used as bait all the time , after all it take 30 seconds to type in a usernames to Twitch in the pregame lobby and voila you have real time locations of one or more players any time you glance at said stream
Honestly, when I’m killer and I see a TTV or YT, I tend to play around and meme so that they have some more interesting content for their viewers. Something different, other than the normal do generators, get chased, and either escape or die.
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@Thr_ust said:
A boost to wiggle speed I feel would be unnecessary as I feel in areas like the basement of the preschool it could be completely impossible for the killer to make it to a hook
I feel that the wiggle boost gives more consistent value to Sole Survivor, allowing it to work even without the standard wiggling build of Flip Flop, Breakout, Boiled Over, and Unbreakable. However, in cases where there are hook dead zones. The perk can still exist by simply removing those hook dead zones.
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@Chocolate_Cosmos said:
Solo Survivor 100000% needs a rework but this sounds way too OP.
You know that people suggested this to Boil Over (faster wiggle speed) and it didn't passed. Also, Iron Grasp would have a joke numbers compare to this perk.
I can see why, however without the wiggle speed increase, there almost no situations where the reworked Sole Survivor could be used besides mega bully squads (several broken hooks and breakout) where the effect of Sole Survivor is not needed or the killer is tunneling (with DS). Despite that though, would a good compromise is to increase the detection range and decrease the wiggle speed increase?
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@hatchking said:
you really need to increase the radius of this perk's wiggle speed buff to balance it
Honestly, at first I thought the minimum range should be about as much as breakout’s range. However, after reading other comments, I guess the secondary effect is too much or at without enough draw backs. Either 12 or 14 meters would probably work best. The primary effect is to escape the killer’s grasp without being found.
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@ethan99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2108020#Comment_2108020
I guess so, but isn't working with the killer bannable?
The random gets at most 1000 points.
Farming and working with killer are treated as two separate instances.
Farming is a mostly consensual act that requires both the killer and survivor(s) to works together to maximize the possible amount of blood points, completed challenges/daily’s, and other miscellaneous objectives in one match. Of which, in most cases, any survivor that wishes to not farm is able to rush generators and leaves,coff themselves on hook, or disconnect.
Working with the killer is much more malicious and usually comes with the condition of the killer and (a) fellow survivor(s) targeting a specific player. It is not made with the intention or goal of gaining something and more towards removing/ trolling a survivor. Most common examples are: repeatedly revealing the location of a survivor to the killer to be chased, sand baging the survivor mid-chase or when on hooking, and unsafely unhooking said survivor so that killer may hook them again (farming the hooked survivor). As such, the only way to leave is to either disconnect or die. In these situations, it can be similar to farming if reason for the action was refusal to farm or they begin farming afterwards/while it is in the process of happening.
Honestly, I would consider what she is doing to be working with the killer since they only target randoms and specific attempt to remove them from the game with the help of the killer. Along with planning said action with the killer, too.
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I mean there will always be complaints for everything. It’s given since we’re all different, with different values and experiences. Thus, yes, I do despise Fredricks.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2098458#Comment_2098458
what else are you supposed to do with no mither to make it viable instead of replacing davids teachables
Make it unique and viable, ie rework it, because right now; it’s just the toddler versions of iron will, lucky break, and unbreakable with the unnecessary danger of always being injured which just defeats the purpose of the perk letting you recover from the dying health state since the killer knows you have it and won’t slug you because of it. I, personally, think that No mither should just be scrapped and David can get a new perk with something actually worthwhile.
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@swager21 said:
any means necessary would just be windows of opportunity 2.0
autodidact buff seems reasonable
breakdown also seems good
calm spirit really doesnt need that
left behind should make opening exit gates 25% faster instead of giving 7% more movement speed, that would turn basic loops into infinites against 110 killers
no mither needs a complete rework, recovering from the dying state should be the only pro to the perk:
you cannot fully recover from the dying state but you can get to 99 instead of 95
you can recover while crawling (like tenacity but without the crawling speed increase)
grunts of pain are reduced by 50% normally but if you are crouching you make no grunts of pain at all
you leave no pools of blood
you start the trial healthy but as soon as you get hit youll get the broken status effect permanently
grunts of pain in the dying state are muffled when the killer is in a range of 8-12 meters
finishing a heal on a teammate will give you the endurance status effect for 8 seconds (might be a bit broken but who knows)
Honestly, all of those effects together just makes No mither seem like the diet version of other perks roll together with no thought. Like if you took a perk build, watered it down, and compressed it into one perk. One that’s pretty subpar.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2097813#Comment_2097813
i mean its an Autohaven Meta right now. Autohaven is a big map so max blink distance is very good there.
The double blink distance addons are good on almost every map, even amazing on some. I’m not say they are not, but nerfing the violet/purple addon does nothing but cause problems for Nurse’s gameplay balancing, the value of the addon itself, and actual Nurse Mains (such as muscle memory and simplicity of numbers). 20 meters with 4 seconds to fully charge is much easier to remember than 21.5 meters with 4.3 ish seconds to fully charge, assuming the charge is change to reflect the original charge time of 5 meter per second.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2097774#Comment_2097774
Autohaven. I get Aurohaven in 75% of the maps.
What?
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2096749#Comment_2096749
Or we could just take 25% of the TP Range from her violet Addon and give it to her Base Kit. This way its the same as it is now, but you dont HAVE to get those Addons.
I mean tecnically it isnt a problem to get the addons but it costs Bloodpoints and its not u expensive. So if you want to grind BP to spend it on another Killer/Survivor, this wont be effective, because you wont have enough BP for the other Characters left over if you have to spend 70-80% of your BP grinding out the Bloodweb to get those Addons.
I would love to see that for other Characters too. Nerf the Addons and buff the base Kit of the Killers. Its easy and effective on terms of frustration level.
@SallySlugson That was probably a massive grind what the 😅
I will add you now, couldnt do it yestersay because km from germany and it was like 01:40 am.
We can do the custom game now or later if you want and im very intetested in your game settings aswell (sensitivity, keybindings or whatever).
Numerically, 25% of the violet addon is 1.5 meters, making Nurse’s base maximum blink distance 21.5 meters. Assuming you’re removing that from the original addon to add to her base kit, Kavanaugh‘s last breath (now 4.5 meters; originally 6 meters) would be almost equal in strength to heavy panting (4 meters). This makes the purple addon almost useless as it’s much better to run the green addon since it’s cheaper with only a half of a meter difference. While usually one going for a full distance build will run both addons, I can’t in any right space of mind devalue an addon for such an insignificant increase to Nurse’s base kit max distance. That for one doesn’t need it.
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I just want the extra blood points ;-;
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The fact that they could and would kill me at any moment is hot. Also the insanity is attractive.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2088435#Comment_2088435
With the current state of Hex, might as well not use them if that item was in the game.
Or this item can be a catalyst to buffing totem placements and hex strength. Since survivors have a secondary, limited time option to counter a hex.
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Incense:
8-12 charges (Lasts 20-30 seconds per charge).
Must be lit before being used (charged).
Protects a 28-34 meter radius from hex effects; and tremendously thickens the fog within its radius.
Only can affect one area at any given moment.
—————————————————————
Oak Incense [Very Rare]:
•8 charges.
•Must be lit before being used.
•Grants a 28 meter radius around itself that gives the Hazed status effect.
•Cannot be used while currently affecting another area.
Petrified Incense [Ultra Rare]:
•8 charges.
•Must be lit before being used.
•Tremendously increases lighting charge speed.
•Grants a 28 meter radius around itself that gives the Hazed status effect.
—————————————————————
Misty Additives [common]:
•shows effective range of Incense to all survivors.
Gypsm Powder [common]:
•Slightly decreases duration of haze
•Moderately decreases visibility for killers when hazed
Incense Holder [uncommon]:
•Moderately increases duration of haze
Worn Incense Box [uncommon]:
•Increases available charges by 2
Felt Bag [rare]:
•Increases effective range of Incense by 2 meters.
Pristine Matches [rare]:
•Moderately increases lighting charge speed.
Fog Dew [very rare]:
•Haze persists an additional 25 seconds after leaving Incense effective range.
•Does not apply when Incense has burned out.
Campfire Ash [very rare]:
•All auras are suppressed when hazed.
Putrid Oak Sap [very rare]:
•Increases effective range of Incense by 4 meters.
Ashtray [ultra rare]:
•Incense effective area is fix to your relative location.
•Slightly increases haze duration
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@Mr_K said:
What bug?
The carved horse (or whatever it’s called) addon for nurse that normally only decreases the fatigue penalty for MISSED blink attacks, however, right now it also affects successful blink attacks as well.
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I got 15 ideas and all you got to do is play mix and match till something works (obviously some should go together depending other factors but whatever):
- Decrease laceration meter counter from 7/8 to 4/5. (fill/injure)
- Injuring a survivor through laceration begins their injured laceration meter at 1. (Likely add/change an addon to increase this)
- Injuring a survivor through laceration denies the survivor the invincibility and speed boost usually received.
- Laceration meter does not begin decaying until a 12 second action similar to mending is performed by the survivor that resets if interrupted. (Which mean will probably never decay during a chase)
- The Trickster is slowed to 4.2 m/s when holding and throwing knives outside of Main Event.
- Main Event no longer has a charging period before throwing knives.
- Main Event once achieved is no longer limited and can be activated at any time.
- Main Event allows the Trickster to move at 4.6 m/s and is not slowed by holding or throwing knives
- The Trickster does not automatically throw knives while using Main Event (Means they can also M1 while in Main Event if needed)
- Ending Main Event early retains any left over progress, decreasing the number of hit knives required for the next Main Event
- The Trickster is lit up by a spotlight when Main event is ready and while its active.
- Stunning the Trickster out of Main Event ends the power early allowing them to retain any left over progress.
- If stunned out of Main Event, the pallet is instantly broken and the Trickster recovers from the stun 20% faster.
- Knives ricochet once and any hits made grant additional blood points.
- Ricochet addon (Trick Knives) changed to ricochet twice and grant 100% extra laceration if hit by the second ricochet.
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@Lord_Tony said:
does anyone know if huntress lullyby affects hook skill checks?
because they would be amazing.
Huntress lullaby doesn’t usually affect special skill checks or any that aren’t from healing or repairing actions. So I would assume it won’t.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2082870#Comment_2082870
I like the thought you put into this. What would her map be? A brothel would be awesome!
Yep to be more specific a group of them along the red light district, it would have the corpses of fellow prostitutes, clients, and various other things found in brothels (like opium and tobacco).
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The Femme Fatal: A deadly woman that poisoned and killed her coworkers and charges. She was a lowly slave/prostitute captured during an invasion of Korea that used her skills in the art of seduction and pleasure to rise in rank, eventually being able to gain enough influence in her brothel to live a lavish life, however still looked down upon by her peers. Until she fell in love with a Portuguese sailor and was left in the dust pregnant; completely abandoned and now without her ability to pleasure, she was destitute. The event sparked her fall back to square one, this time with no hope of escape and the more heated torment of her betters and clients. In a fit of rage after the usual torment of her superior, she killed the owner of the brothel, and from then on, began poisoning all that entered. Finally, when she was caught she was stripped of everything else she had and beheaded with only her last possession being a family heirloom hand mirror, now stain with her blood. In the entity’s realm, she has the ability to create mirrors where reflections of herself and nearby survivors are made. She can attack there reflections or use her own reflection to attack survivors. She also has an ability where she can gain an aerial view of the map to be see and use the reflections (since all killers see in first person) and to teleport to any reflections of herself.
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@Mercês said:
https://forum.deadbydaylight.com/en/discussion/comment/2082697#Comment_2082697
Ok. So if we are feeling that every Badham is the same (5 maps looks more like 1 randomized map), should have more versions of every map that don't have more than 1 or 2 versions too? Or should we change all names to just Badham preschool?
In short yes. Putting all the maps together is the best and most cost efficient option, however the more fun option is just change the maps to be different. Like one with the preschool, but the school is larger and much of the map takes place there. One that is similar to haddonfield but more parks and underground basements made with tunnels to each or some. And maybe one that is the normal hadron field we have today. Boom new badham realm that has unique and dynamic maps
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@Mercês said:
I don't get you. Springwood (Badham), Coldwind Farm, Autohaven and The MacMillian State realms have 5 maps each. And Haddonfield realm, for example, has only 1 map. The chance of getting each realm is equal so I don't understand why you're bothering with that, since reducing or increasing the number of maps within a realm won't change the rates that you're getting of each realm. Why would it make a better experience for you? You think it's better to have less map diversity? I think the opposite.
The problem is that difference between the coldwind, Macmillan, and similar maps to badham is that the variation is much greater and each map has their own unique feel. The badham maps are just the same buildings and structures in different setups (locations). I would say that there is actually no variety with badham. Even their names are the same Badham Preschool I-V, when there’s Suffocation Pit, Coal Tower, Ironworks of Misery, Groaning Storehouse, and Shelter Woods. All of which sound and feel different.
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BT, Desperate Mesures, Iron Will, Sprint Burst
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I mean if the achievement was never made they wouldn’t have any excuse to make keys either on time use or max two. I mean that’s the best option but since they wish to keep the achievement, they’ll just add a clunky animation that breaks the game when first introduced. Heck, I’m sure it’ll probably not do anything to help the original problem anyways.
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Haste effects do stack. Though there aren’t many haste options for killer. Really the only reliable one is play with your food but again it’s difficult to maintain and inconsistent. Any other one is similar but just additionally extremely situational as well.