Shymare_11
Shymare_11
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- Shymare_11
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Comments
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Btw, They would be average height and move at 4.6 m/s or 115%
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I mean Bubba naturally counters BT with his chainsaw, so really it would be you becoming another ornament on the basement Christmas tree and that's it. You made the right choice there.
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Whenever I don’t use them, I get into situations where I wonder why I didn’t run X perk. Like I never get tunneled when I run DS but as soon as I take it off, boom double hooked in 60 seconds and dead. Same with slugging, when being chased, teammates getting camped or I’m getting camped. I’d rather run the perks and not get to use them than risk being without them and be left in the dust.
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Yeah I love spine chill but I literally struggle at discern whether something is person, tree, or killer; so, yes I do get grabbed.
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I just want an obsession to spawn every match for the blood points. I can never say no to that.
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@Warcrafter4 said:
Survivors say they want a secondary objective and hexes give them it(The lightbringer aka objective score category gains points when you cleans totem and more for hex totems).
Then they complain when they actually have it.
What a surprise!
That tangent aside its a fairly ok perk that is ENTIRELY in the survivor's control unlike bamboozle which is its 2nd main balancing factor outside of being a hex perk.
If you get downed because of it its entirely your own fault.
Just let you know I’m pretty sure totems fall under boldness, not objective, when it comes to score events.
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I guess I hope it’s more intensive and specific to each killer than general, it would reflect a player’s skills better especially if each killer is being measured individually anyways. Thanks
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@brokedownpalace said:
Door frames without pallets randomly spawn a door open or closed. Survivors can open or close doors but killers can only smash through already closed ones. The action takes half a second to a second. Doors cannot be slammed on killers to stun them, they're too weak. They will immediately shatter and not slow down the killer at all.
What this does is allows survivors a little bit more stealth. They could be working on a gen in the killer shack and close the door so a killer would have to commit to busting through the door or checking the window to see if a survivor is working on a gen (repairing and healing noises are slightly muffled by a closed door so you need to get closer to hear). It could also work against the survivor because they won't know the killer is coming right away (maybe the terror radius is muffled by closed doors, too).
Maybe down the line perks could also be introduced to interact with doors. For instance, crashing through a door gives the killer a surge of adrenaline, they receive a slight movement speed increase for 10 seconds and all survivors within a 8m range are exposed for 30 seconds. On the survivor side, survivors can barricade up to 3 doors, which increases the time it takes to crash through them and muffles sounds more by 100% (so we're talking like 1-2 seconds instead of .5-1). Or, survivors can brace themselves up against doors against a killer. This increases the time it takes to crash through the door, but when the killer does that survivor is put into the dying state (used purely as a way to help your teammates). Obviously just rough ideas.
I feel like this game needs something more than lockers and pallets. Doors are a small addition that could change things up a little bit.
Maybe even as a secondary objective, some doors surrounding a gen spawn as shut and locked, meaning survivors would have to either find a key located somewhere near the door (under a mat or rock, or above the frame) or spend time picking the lock to be able to to work on that gen. Killers would be able to see that a door is locked so they don't needlessly bust through it.
If I remember correctly, I made a similar suggestion a while ago and one of the mods stated that it would require adding more new entities in trials resulting in poor game performance. I’m not sure if it is quite that but something similar.
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I usually bring an item just to something, usually I don’t use it but if I do then I guess it came in handy.
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•Torn Bookmark*
-A white and pristine piece of ribbon once attached to a sacred book. Serves as the symbol of a dispute.
+After successfully landing a lethal blink, regain all permanent blink charges with an additional temporary chain blink charge, up to a maximum of 2 temporary blink charges.
+Temporary chain blink charges do not contribute to post-blink fatigue duration.
+Permanent chain blink charges are consumed before consuming temporary chain blink charges.
+Slightly increases post-blink fatigue for missed blink attacks
Rewards Nurses for getting lethal blinks while granting survivors leverage if the nurse were to miss an attack. Also makes the nurse achievement for grabbing a survivor after blinking three times possible. Also it would make using the addon more worthwhile and deserving of its iridescent status.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2003828#Comment_2003828
Yeah, but that one's only for survivors. Killers have yet to get anything like it.
There’s probably a reason but idk so oh well
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@Canas said:
I'm truly tired of survivors getting away over and over again just because of these damn hatches. Would it be too much to ask for a perk that shows the aura of these things? After all it's the only aura reading concept that wasn't tried yet by any other perk out there.
Technically there’s left behind.
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I’d rather have map offerings do the opposite. Where they eliminate the chance of a specific realm/map is picked. In essence, if a survivor put into Mary’s Letter, it would make it so when the map is being chosen, Midwich would never be able to be chosen and the chances of any other map, assuming no other map offering is used, is increased. I would almost always use map offerings then and there wouldn’t be situations where all four survivors bring a Strode Key and if counters the killer’s Sacrificial Ward. No one gets to choose where they, now they choose where they rather not be and leave the rest to fate.
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I’m interested in what map would the twins get so old killer’s without a realm/map finally getting one would be amazing.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1993279#Comment_1993279
Yeah i know i'm just saying that style of play will actually kill you since your team won't last as long hence disregarding the name and meaning behind the perk it completely sucks even it's effect sucks.
I think the only thing they can do to not make it suck is just giving it a new effect it's just not worth running, ever.
I like that their are some perks in the game that are actually selfish in nature even if they’re usual self sabotaging in a team play aspect. It would be boring if all perks encouraged and revolve around teamwork. Idk if it’s just me but having one viable strategy of escape is massively boring. Even if surviving solo is harder and less likely to happen it is still possible and perks like self preservation only lessens that difficulty. Even if their effects “suck”.
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@dspaceman20 said:
I feel the new perk Self Preservation is way too weak and won't be used a lot or possibly at all. I have a buff for it.
I would say to make it so that whenever another survivor gets hit by you you gain a small 5 or 7% haste status effect for 10 seconds and you don't leave scratch marks. That way its easier to get away. What do you think?
I think it would be best to either include the scratch mark loss to where the user is hit it activates as well.
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@AChaoticKiller said:
I Think they should get rid of the scratch mark effect and do that, when a survivor is hit near you ideally you want to take the heat off them.
If they keep it as it is the perk is complete trash and not worth running on any build simply because it is a bad idea to not try to get the killer off that injured survivor.
I see what you mean but that defeats the purpose of her perk as it is called “Self Preservation”, an ultimately selfish perk. Having it benefit others would not make sense for her perceived character and the perk’s intended purpose.
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@CyperX said:
SWF using mics is the best perk in the game for survivors , can the devs ever ban or disable this? Possible ? I know its them involving themselves to reach out to Xbox , Sony etc but has this ever been done?
What can a player do to find out what team is SWF team. I play this game casually and love to play as killer in normal lobbies but when I come across SWF it ruins my entire experience so I just shut the system off after a match that leaves me somewhat not in the greatest mood even though I want to play more. ( Never rage quit )
SWF + Mics + OoO + DS + Clicky + Kindred + BT + deliverance and map offering and you expect me not to camp or control the area. ?? By the time I even get a guy the hook nearby is already broken lol and it took my a while to even catch that one guy . By the time I hook him 2 gens already popped lol .
I very sure it is impossible to get both Sony and Microsoft to ban party chat for one specific game. The only thing the devs can do is add an indicator for SWF, otherwise everything else is a lost cause.
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1975863#Comment_1975863
Better make A projectile killer, or a lunge killer, or a debuff killer.
Dbd killers are focking boring. Look at Identity V killer abilities. My most favorite are Bloody Queen and Joseph
Someone like bloody queen functions way better being in third person as her ability requires a higher sense of awareness and positioning. It could work in dead by daylight but she would be very similar to nurse as in the right hands there is nothing you can do to counter them but newer players to her will absolutely get bullied into the ground.
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Well I do agree that they were toxic, it should be known that depending on how long you’ve been in this community, it should be very obvious that at least one survivor would send a hate message for iri head. Most if not all, survivors dislike and find it unfun to play against it. Thus, even if you’re not obligated to cater to the fun of survivors, it shouldn’t stated that you would be berated for your choice. So really the only thing you can do is ignore the messages and/or (depending on the severity of the messages) report them. Unless you can somehow make gameplay with iri head fun for survivors or seem “less toxic” as they say. I wish you the best of luck in this and hopes you can understand.
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Nurse, Hag, and Spirit
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Had something similar happen to me a while ago, eventually I found but it was nestled in the corner of the map, guarded by two trees that made it so that once you when past them there was only one way out. I spent the next 10 minutes waiting for the last survivor to finish generators and leaves so I can escape the tree corner. 0/10 would not recommend.
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@DebunkedMonsters said:
idk, seems a little broken tbh:
- You can stop only gens being worked on and force survivors to pass a difficult skill check or lose 10%
- You apply all generator affecting perks to it
Dragon's Grip could cause all survivors to scream and reveal themselves and then all be exposed for 60 seconds. You can literally give any killer Tier 3 Myers.
Overcharge would give them a second difficult skill check and regress for a max of 15%.
Pop would damage each for 25% and then potentially apply an additional 10% (Mix that with Overcharge and you now have 40% regression)
Surveillance would activate automatically for up to four gens if survivors are working on them.
Lastly, Trail of Torment would give you four generators total for survivors to find and begin progression on again or continue to allow you to have Undetectable potentially for the entirety of the game, turning any killer into a stealth killer.
No I guess I didn’t make it clear, some perks would not work well thus need special stipulations for the purposes of not breaking them but:
•If a survivor is working on a generator that is affected by Oppression, other applicable perks that would affect a regressing generator will NOT apply. Only generators that are initially not being worked on AND have some amount of progress when Oppression activates will be affected by that change.
•So if all generators affected are being worked on (besides the generator you’re kicking) and you kick a generator where Oppression, Dragon’s Grip, Overcharge, and Pop Goes the Weasel: Those generators will only receive ONE tremendous skill check and won’t be affected by Dragon’s Grip, Overcharge, and/or Pop Goes the Weasel. So with Surveillance it would not show the auras of those generators either.
•For something like Trail of torment, it would either be placed on one of the random generators or the one you kick and excuse as not being an applicable effect from a perk.
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Killer Main: Nurse, Hag, Spirit (Order of priority)
-I like the challenge Nurse gives and the satisfaction each blink hit awards, especially if the survivor plays really well against me
-I enjoy predicting survivors and setting up elaborate traps in the hopes of the perfect situation where I can get maximum value. Plus She is the first killer I ever leveled up and played.
-Spirit’s backstory is cool and I’m already a sweat for maining Nurse and Hag, so might as well go for the gold.
Survivor Mains: Kate, Meg, Claudette (Order of priority)
-Kate is pretty and I like musicians.
-Meg is the first survivor I ever leveled up and played.
-Claudette is the most like me in both personality and appearance.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1948879#Comment_1948879
Okay, and what are you going to give him in return? You can't take something away from a relatively balanced character and not give them something equally strong back in return.
He's not over powered, he's considered fairly strong to somewhat weak depending on the map, gen layout, etc...and mostly in a good place statistically.
probably just decrease the time that he is stunned for after the chain breaks since he still has to risk going for long range shots for a possible hit while the survivor isn’t stuck in a catch 22 if the deathslinger decides that they’d rather get stunned. That or increase the time/charges required break the chain. For either, his addons will need to be rebalanced to account for the change.
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Remove the fact that breaking the chain gives the survivor the deep wounds status effect; as if you get shot the outcome is the same whether or not you actually get physically hit by the deathslinger. Which doesn’t make much sense to me since it is the game saying: “Ha You got shot! Well, if you somehow manage to escape the chain it does matter since you’ll still need to mend and will be injured :). Also if you get hit, you still need to mend and will be injured anyways ;).”
Like doomed if you do, doomed if you don’t.
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With dead hard, completely changing it would not fix the problems and possible just force survivors to run just sprint burst or lithe if they’re feeling spicy.
Currently, Dead Hard has two functions, one of which was not intend and is the least like part: To dodge/avoid a hit and gaining distance while being completely immune to any hinderances (I.e. bear traps, hits, etc.).
To remedy Dead hard, you need to choose of the functions to keep/buff to remove/nerf the other. Will dead hard stay true to it’s essence and be an avoid a hit perk or a guaranteed/safe distance giving perk?
If the first option, the invisibility frames must be increased at the cost of a shorter distance gained, likely at restrict a survivor’s normal locomotion to only being able to running (no vaulting/dropping pallets).
If the other option, decrease/remove invisibility frames while giving a longer faster, speed boost (might even allow a survivor normal locomotion.
Limiting dead hard to tokens completely removes the validity of exhaustion as it would become too encumbered by its restrictions and “draw backs”.
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I’ve literally only been getting the swamp maps over and over again, in both roles. I hate it cuz in survivor I can’t with the hit boxes and as killer I only play nurse, thus can never find anyone.
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@TripleSteal said:
BNP is the strongest survivor add-on overall.
Odd bulb is the weakest ultra rare addon as it barely gives anything.
I can agree that odd bulb is literally the worst, but BNP is questionable. For reliability sake, I’d go for Syringe but if it’s just overall potential then maybe BNP. I’d rather have a medkit with syringe than a toolbox with BNP.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1939086#Comment_1939086
Fair points!
Old ruin was very easy to counter if you were good at skill checks so I will agree with you on that!
Third seal: I actually forgot kindred was a perk so my bad! But with OoO thats iffy almost no one runs that perks out side of memes or 4 man SWF and if its a swf that third seal isnt gonna do much.
If retribution kept the stacks of the hex that just broke then yeah Lullaby would be a bit better but sadly that isnt the case :(
Retribution sounds good on paper but in actual play (just from personal experience going against it so im bias!) ive only seen it work for stealth killers and well it really only works on someone like Wraith and maybe Pig (if they are good at pig that is) Aura reading is pretty good but I don't think as good as other aura reading perks killers have. Discordance, Surveillance, Zanshin tactics, Bitter murmur, BBQ and finally Nurses.
Actually just going to say retribution, haunted grounds, and maybe infectious fright on a good nurse would be really good. So the aura reading can be useful if used in conjunction with other effects to maximize value.
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Yeah I was playing earlier and went from rank 9 to rank 7 on survivor, the all of which were from custom games. Honestly, this could mean getting between red ranks and yellow will be easier, so for a bit we might need to expect more smurfs and boosted players.
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While it does feel bad, it’s kinda of like those times where you bring a basement/hatch offering only to get Midwich or Hawkins. In most case, that offering would have had value but in that situation you were just unlucky and it did not play in your favor. Sacrificial wards are just big f-us for map offerings, which are really only common in SWFs who are planning to bully or avoiding a specific type of map. As such, I feel if you misread a survivor group and decided to play a sacrificial ward as insurance against a map offering, you should lose it even if they didn’t bring one. I think the only time you should get it back is if all survivors brought the same map offering, because at that point the ward would have never mattered whether or not you used it.
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@B_Deity said:
https://forum.deadbydaylight.com/en/discussion/comment/1925814#Comment_1925814
I originally had the idea to give all the powers possible as long as he used up evil, to put less foucus on always leveling up to tier III. But I realized with how killers always have two "active" powers at once, and that it kind of made him too broken anyways, which is why I linked them to tiers.
You are right about the teleport, but I don't exactly think that Myers' power is completely unique now (even though he did the stalk/power up first).
To be fair when I read the teleport ability I though of Nurse. If not in chase he would have high map mobility and, if timed correctly, insta-down pressure with it. It’s kinda of like a Nurse when haunted grounds pops. Even if the teleport ability doesn’t work in chase it can still be used to be behind a survivor, then pop tier III then insta-down with little to no reaction time. This strategy is practically infinite too since from your buffing list, survivors regenerate evil, meaning Michael can use tier III infinitely instead of having a few chances in the normal game.
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Technically sole survivor seems to complement the old OoO as when you’re the last survivor left, you could use OoO without the drawback of being seen. However now it’s just a bad relic of a previously busted perk. Honestly, it should be the opposite of what it does now but then it would need a name change.
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Solidarity:
•Increase the maximum conversion rate from 50% to 100%.
Flip-Flop:
•Increase the maximum conversion rate from 50% to 60-75%.
Mettle of Man:
•Either decrease the number of protection hits needed from 3 to 2 or remove the revealed aura effect while the perk is active and the survivor is healthy.
Poised:
•Increase the amount of time without scratch marks, 10 seconds to 15-20 seconds.
•Make it token based so you can stack up on tokens and while running you can activate it and have 15-20 seconds of no scratch marks
Vigil:
•Increase the the percentage it reduces effects 20% to 30-45% and/or include the broken, exposed, etc.
Babysitter:
•Rework: After unhooking a survivor while healthy, Babysitter will activate. For 25/35/45 seconds, if the rescued survivor were to sustain an attack that would put them in the dying health state, instead you will take that damage. If you unhook another survivor within this period, the newly rescued survivor will affected by Babysitter instead. Only one survivor can be affect by this perk at any one moment. (If you are injured before the period is over from something other than Babysitter, you still sustain the damage from babysitter if the rescued survivor is hit.)
-Works well with borrowed time since the attack must be one that puts the rescued survivor into the dying health state, especially giving the survivor two additional health states to work with for 15-30 seconds. Three if the unhooked survivor also has DS. Four with DH and Five if somehow if the three previous hits were somehow protection hits with MoM. (Six with a well timed Adrenaline too).
Autodidact:
•Either remove the -25% progression bonus or add a feature to increase skill check chance.
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@Mr_K said:
Creeper wouldn't make a good killer. M2 to explode only works once.
But at least it’s a guaranteed kill. As long as they don’t have diamond armor. Lol
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I wish they upped the blocked time to 45 seconds so it can at least be an equal counter to pop.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1913561#Comment_1913561
Throw on Built To Last for extra time
I forgot about built to last. That’s about an additional 9.375 seconds so about 28.125 seconds of key aura reading time with a perk build of Alert, Build to last, Open handed, and Streetwise. So they have no chase perks nor any second chance perks. I feel like at that point they deserve that aura reading time, they dedicated an entire build, sacrificing any perks to further survival if found/hooked/chased, to just see the killer from at a maximum 60 meters away and if their breaking a pallet/wall or damaging a gen.
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@TheAnimeGod23 said:
The perk name can obviously be changed but it would be cool if it was named "calling of the entity" or "entities calling" but anyways the perk has to be activated first and can only be used once per match. To activate the perk you have to hook one survivor and once the perk activates the next survivor you hook that hasn't been hooked yet will automatically go into the second hook stage. I honestly think its quite a balanced perk doesn't favor either side.
The cost does not compare to the value this perk gives. While it only activates once, I basically removes a survivor from the trial in one hook, especially if the killer brought a mori. It may seem to reward for good players but is actually a tunneler’s best friend and may give the killer additional pressure for doing their job. If something like this were to become in any way balanced and feasible, the cost much be increased by a lot.
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@Pulsar said:
Imo, we'll have to wait and see.
One the one hand, it's a limited amount of time and you are devoting an entire build to something that can last 30-ish seconds.
On the other, that's hugely powerful.
Blood amber depletes key charges faster than the tokens, I believe twice as fast, so only a collective 15-18.75 seconds, depending if you also use streetwise, to see the killer. Although I might be wrong about much the consumption rate actually is.
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To be fair you can only see the killer for a collective of 15 seconds with that build without streetwise (18.75 seconds with streetwise) and alert is still the same with or without open handed. Plus, bring a key is just asking to be tunneled, camped, mori’ed, and most importantly Franklin’ed.
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Examples:
A:
This is not happening: Skill check success zones are increased 10/20/30% and great skill checks are increased 40/50/60%.
B:
This is not happening: Skill check success zones are increased 10/20/30% and great skill checks are increased 40/50/60% while injured.
C:
This is not happening: Great skill checks are increased 40/50/60%.
D:
This is not happening: Great skill checks are increased 40/50/60% while injured.
E:
This is not happening: Skill check success zones are increased 10/20/30%.
F:
This is not happening: Skill check success zones are increased 10/20/30% while injured.
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Honestly I’d rather buff the values for the great skill checks, maybe increase overall success zones, and/or remove the stipulation of being injured. It makes a good beginner perk that still has value in higher ranks as it is much easier to get great skill checks, and makes good synergy with stake out for its great skill check progression increase. Also, This is not happening at in this form might be a viable counter to unnerving presence without just getting good. Obviously, not all changes would be added but some reiteration would suffice.
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I feel like some people can’t differentiate productive stealthing and unproductive stealthing. A teammate that can evade the killer, do gens, and hopefully waste the killer’s time by making them search for said teammate is productive stealthing. Advancing the team and benefiting in some capacity. What many people think is unproductive stealthing. Where they hide for no reason, inefficiently use their time away from the killer/chases, and prioritize short-term survival over the long-term goal. Showing the unproductive how to be productive will help them to still help the team without “ruining” the match. You cannot dictate a player’s play style and have no right doing so, all you can do is help them understand how to improve and hope they follow through.
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I think that pig’s ambush attack can be changed to where if the pig uses it and they are within hitting distance of a survivor, instead of the survivor taking damage (and the survivor is in an action like repairing or vaulting), a short animation occurs where she places a trap on their head with the survivor remaining at the health state they are at and having the hit cool down (though it will be 30% shorter and it can be affected by unrelenting and save the best for last). Otherwise, if the survivor is already in an animation or the pig has no more traps, it is a normal hit with a shorter cool down for both successful and missed attacks. Traps can still be placed when the survivor is downed.
Other changes are, her traps automatically activate when placed on a survivor’s head, however, the timer is paused if the survivor is in a chase, in the dying health state, has the deep wounds status effect, is hooked, or attempting to remove their trap. When the timer is paused, it resets (the time is shortened because of this).
The puzzle boxes are changed to allow for all sides to be used to remove traps, however only survivor can use it at any one moment. Survivors can no longer achieve great skill checks for puzzle boxes.
Pig should also get more traps and obviously the roaring should be removed for when she ambushes with more dedicated addons for it as well.
Some ideas here:
•Rusty Blade [ultra rare or very rare]: Ambushing with traps and resulting in the survivor getting a reverse bear trap placed on their head causes the trapped survivor, if the survivor is healthy, to additionally become injured by one health state. If the survivor is injured, they suffer the deep wounds status effect.
•Septic Gears [rare]: Any traps placed while ambushing take moderately (25%) longer to remove.
•Remote Radar Sensor [ultra rare]: When a survivor removes their bear trap, the Pig can the aura of all survivors that do not have a trap for 3 seconds.
•Heel Guards [uncommon]: Moderately (+8%) increases your movement speed while crouched and ambushing.
•Jigsaw Hand [common]: Remain undetectable slightly (+3 seconds) longer after uncrouching or ambushing.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1890217#Comment_1890217
No more seeing where it was dropped for the ability to keep the timer going down
I would be fine with that. Makes item camping harder yet still retains the aspect of its anti-item mentality.
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IMO Franklin’s doesn’t need a buff, while it is a real counter to keys it also counters other items and forces survivors to either stash their item or constantly have to retrieve it when they’re hurt with the risk of their item being gone. Franklin’s isn’t a over powered perk but it’s annoying to deal with; not making it a worthwhile contribution to the current game climate. Thus, if it is buffed in some capacity, which it shouldn’t, it must at least have some aspect tone down in turn.
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TEA=
*It takes 4 uninterrupted seconds to drink tea.
*Standby phase or standby duration refers to the 8-16 second period before the tea takes effect and removes the specified/all status effect(s).
Variants:
•Muddied Tea [uncommon]: Removes one random status effect. Takes 16 seconds to take effect. (2 charges)
•Cleansing Tea [rare]: Removes one negative status effect. Takes 16 seconds to take effect. (1 charge)
•Detoxing Tea [very rare]: Removes one negative status effect. Takes 12 seconds to take effect. (1 charge)
•Revenant Tea [ultra rare]: Removes all negative status effects. Takes 16 seconds to take effect. (1 charge)
Addons:
-Water Vial [common]: Increases available charges by one.
-Soothing Mix [common]: Slightly decreases standby duration of tea.
-Sugar Syrup [common]: Considerably decreases the time to drink tea.
-Oily Additive [uncommon]: Moderately increases standby duration of tea.
-Pungent Leaf [uncommon]: Slightly extends the duration of positive status effects.
-Silver Leaf [rare]: You vault 10% faster during the standby phase after drinking tea.
-Gold Leaf [rare]: Your action speed while totem cleansing and opening exit gates is increased 20% during the standby phase after drinking tea.
-Fine Mesh Filters [rare]: Considerably decreases the standby duration of tea.
-Diluted Backwash [rare]: Considerably increases the standby duration of tea.
-Fragrant Sap [very rare]: Increases available charges by 2.
-Refined Herb Mix [very rare]: Decreases audio made by breathing, grunts of pain/falling, and footsteps by 100% during the standby phase after drinking tea.
-Hemophobic Herbal Mix [very rare]: You overcome the need to scream and leave no scratch marks and blood pools during the standby phase after drinking tea.
•Sweet Honey [ultra rare]: Increases movement speed to 108% or 4.32 m/s during the standby phase after drinking tea.
•Earthy Spice [ultra rare]: Gain the endurance status effect for the duration of the standby phase after drinking tea.
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@slowbeice said:
This thread by SWF only survivormains threatening BHVR with "if you remove my crutches, your game will die" is extremely cringe.
I solo at rank1 with no problem, but I enjoy a challenge. Clearly many people just want easy games.
Yeah it seems so but there is nothing wrong with wanting an easy game hence their existence. Not everyone wants to be frustrated with a difficult game.
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•Spectral Head: Wispy and translucent, it glows in a faint magenta hue. It barely holds to the shaft in an awkward imbalance.
-Allows the hatchet to pass through most* obstacles and collide with survivors causing them to be injured by one health state.
*walls, objects, barriers (vaults/pallets), and solid foliage (trees/bamboo/rocks/etc.).
-Slightly increases wind up time and recovery between hatchet throws.
-Sets available hatchets to 3.
-Trumps all other addons.