SkeletalElite
SkeletalElite
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Because most people aren't good at the game. Think of the truly average player and then think of the significant portion of people that are worse than that because an average is the center.
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Healing time used to be 12 seconds and is now 16. Its 20 with sloppy. 32 for self care 40 for self care and sloppy. That's why no one heals anymore (if theyre playing meta anyways) 32 seconds or 16 seconds of 2 people isn't worth the time gain of being healed. If 2 people get on a gen for 16 seconds you can get it 36% of the way done. The opportunity cost of healing is just far too high. Even if adrenaline didn't exist I would forgo healing for doing gens. With adrenaline being in the game you would be stupid to heal regularly.
Put it this way. If I could trade being injured at the start of the game for an instant 36% progress on a gen, I would do that every single time even without adrenaline equipped.
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It's just gonna be "The Demogorgan"
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A free rotation of killer's and survivors would be cool. You can play and level the killer/survivor all you want for however long the free rotation is. (1 month maybe?) You wouldn't be able to unlock that character's perks as teachable but once the rotation ends the progress is saved for until next time that character is on the free rotation or you buy it again.
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Slugging is too good on nurse buts thats about it, its fair on everyone else except maybe billy with certain maps (but has to be a really open map)
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/647135#Comment_647135
In the current state i wouldn't repleace it with any other perk in my build, even with stealth killers. Devs are too scared to change the meta by adding new decent perks. You think that mindbreaker is worth using to counter Sprint burst and dead hard, not every survivor takes it, witch makes this perk situational. And everyone knows where situational perks belongs. In the trash tier. Mad grit, flip flop, buckle up, iron maiden,hell, even new perk with valut blocking, nobody uses them because they may work in one of few matches. Mindbreaker won't be exception. This perk won't even do it's job because you will use your sb at the chase anyway, and get a distanse after walking or t-bagging for few seconds. Slower gen repearing while exhausted would make this perk usefull in every match. And only perks that you know they gonna work, are viable.
Honestly with that perks design the worse it is the better. Its going to be obnoxious to play against and the only people who are going to equip are going to be people who use it for the fact that its obnoxious while not having a tangible effect on the game. If it was actually good someone might consider using it.
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short of inner strength and second wind theyre all dog #########. Inner strength is kinda meh. Its better than self care but self care sucks so thats not saying a lot. Second Wind would be good if it worked even in the terror radius because as it is right now it super incentives tunneling the unhooked person.
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yeah they should change them to be a passive heal over time. I think they should still work in chase though just have to stay alive long enough for it to take effect.
make it so the syringe just does it faster than styptic.
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it's just what she looks like in the show
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they said on the dev stream it does not block pallets.
Also just kick the pallet, we don't need even more reason to bloodlust.
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Camaraderie only activates for you I'm pretty sure. If you are on the hook it pauses the timer for you when another survivor comes near. The hooked survivor has to have it not the unhooked ones so that's only one activation so it's kinda weak.
Second wind seems pretty good, I might run it and see how it goes but I think the terror radius requirement is whats going to kill this perk when I could just run DS + Unbreakabe + adrenaline instead. I would definately run it instead of unbreakable or D strike if it didn't have the terror radius requirement though. As it is it encourages the killer to tunnel to play around it. I think it should be the other way around, chasing the recently unhooked survivor shouldn't be encouraged by perks that you may or may not even be running but discouraged. Even with that though I still think it's the best one of the survivor perks. Which I think says less about the power of this perk and more about how the others are kinda bad because this perk is barely good enough to be viable.
I think inner strength is a little stronger than you think it is. I'd rather someone heal themselves by cleaning a dull totem then hopping a locker for 10 seconds than by sitting in the corner of the map self caring for 32 seconds, at least by cleansing the dulls they are dealing with NOED.
Edit: I also don't think purge works with PGTW. I think it won't use your PGTW when you use it. Still pretty good though because I think it explodes the generator and regresses it by like 5% which is nice for just downing a survivor.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/644804#Comment_644804
MoM wasn’t dead on release, buckle up is actually good for solo survivors and flip-flop can still save you, especially if you crawl to a corner.
if you had enough time to recover significantly enough with flip flop and crawl to a corner you could have just stood up by running unbreakable instead.
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a kind of "free rotation" of killer's/survivors would be cool. While they're free you can level them and use their perks. Maybe you wouldn't be able to get their perks as teachables though, any progress you got on them would be saved but unusable until they're free again or until you buy them.
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A better solution would be to offer an increasing chance of escape with each attempt. With the first escape attempt having a very low chance of success but having a higher chance to succeed after every failure. You can try to commit to downing the person you're currently chasing or you can go guarantee the hook on the person in the trap. With the skill check based system, you're going to tend to see a very unmoving time frame (for the most part) for how long it takes a survivor to get out, and that reduces the risk-reward of your decision making as the trapper.
A system of increasing chance of escape over time:
1) Shields against extremely bad luck on the survivors part (still possible but rare)
2) Shields against extremely good luck on the survivors part (still possible but rare)
3) Promotes a risk-reward decision. I can commit to downing this injured survivor or I can leave them and go get the person in the trap, but the longer I take to get this person the more likely the survivor is to escape the trap.
Let's look at it from a statistical point of view
In our current system (25% chance of escape)
infinite survivors step in a bear trap
First Attempt: 25% will have escaped
Second Attempt:43.75% will have escaped
Third Attempt: 57.81% will have escaped
Fourth Attempt: 68.36% will have escaped
Fifth Attempt: 76.27% will have escaped
Sixth Attempt: 82.20% will have escaped
Seventh Attempt: 86.65% will have escaped
Tenth Attempt: 94.37% will have escaped
Twentieth attempt 99.68% will have escaped.
I could keep going but we would be here for ages. How is it fair that roughly 6% of survivors will take more than 10 attempts to escape when 25% got out in one try. Pray you're not one of the very few .32% that take 20 or more. It
If we start with a lower probability but increase it for each failure we can keep the unpredictable risk-reward factors of traps but shield against bad luck. The system will work as follows, you start with a 0% chance of escape but for each failure you chance of escape increases by 2^n% where n is the number of times you have attempted escape. Lets look at this scenario. Any forumla can be used to determine the escape chance mine was just an example.
First Attempt: 0%
Second attempt: 2% escape
Third Attempt: ~6% escape
Fourth Attempt: ~13.5% escape
Fifth Attempt: ~27.3% escape
Sixth Attempt: ~50.5% escape
Seventh Attempt: ~82.2% escape
Eighth Attempt: Guaranteed Escape
In my quickly though up formula for escape chance, only a small portion of people will get out in less than 4 attempts with most escapes happening from attempts 4-6 with the unluckiest getting a guaranteed 8. Is my formula ideal? Maybe, maybe not, but it highlights the problem with bear trap RNG and way to fix it without getting rid of it completely. I like it because it reduces the times that suck for the trapper because of how quickly the survivors get out but also eliminates extremely frustratingly bad luck you can have as a survivor.
Edit: Formatting
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/637541#Comment_637541
My point is having a perk that's only countered by camping is potentially unhealthy
I mean camping is one potential counter, but you know another potential counter? Not going back to the hook in the first place.
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@Unnamed_Freak said:
https://forum.deadbydaylight.com/en/discussion/comment/636900#Comment_636900
There's a lot of things into play, if I chase only the guy with OOO then I'm gonna be gen rushed, there's also DS, which will make me waste a lot of time. There's also things like map, the perks he is using, number of safe pallets etc.
That's not any different to chasing someone else besides maybe the DS, but you can always just slug and patrol for 20 or 30 seconds.
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@Unnamed_Freak said:
https://forum.deadbydaylight.com/en/discussion/comment/636598#Comment_636598
You ignored the first sentence of my post, in SWF it's OP, because when the killer is going in the direction of their teammates, the obsession just warn the others, which makes it easy to hide against the killer.
just chase the dude with OoO then.
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@Unnamed_Freak said:
Because it's overpowered in SWF, Ghostface can't use his power; Wraith, Myers and Pig can't sneak up on survivors; Trapper, Hag and Freddy basically can't use their traps without their location being shown.
And the other killers like Billy and Plague will have a hard time locating survivors. Clown, Bubba and Legion just suck in general. Doctor will get gen rushed hard.
The only ones unaffected by it are Nurse and Spirit. Who gain advantages by having an OOO in their game.
How can you go and comaplain that it makes it hard to find survivors when it basically reveals a survivor's location all the time. If you can't find anyone else you may as well chase them.
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you're not supposed to get off unless other survivors help.
It's only there so that killer can't basement you every time.
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Crouching used to make you recover 33% faster. They removed that way before they removed regaining exhaustion while running for some reason though.
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the only thing devs have said is that all survivor's are adults
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Immunity to dropping from stuns shouldn't be a thing.
If you pick up a survivor under a pallet and get stunned you should have checked the nearby area or faked it to prevent it from happening.
If you walk through a pallet while carrying a survivor that is your own fault.
Timing the drop on a pickup and positioning yourself correctly to be able to do it as a survivor takes skill and shouldn't be completely negated by a perk.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/629946#Comment_629946
But it feels so underwhelming.
His addons make only bad hallucination.
Nothing more.
The survivors cant interact with anything.
There is something missing.
Maybe the doctor hallucination should start running?
Have you an idea?
Yeah but freddys require manual placement and ahve the downside of not working when youre awake.
Doctor's work in tier 2 madness (which you can't get out of) and also don't require manual placement. Its fine as it is.
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imagine actually wanting to rank up in dead by daylight
I much prefer my lord and Savior the safety pip, no closer to playing against super sweaty people and no closer to steam rolling noobs.
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@Thyasian said:
https://forum.deadbydaylight.com/en/discussion/comment/628004#Comment_628004
This is an incorrect computation, and I think the language the game uses is mostly to blame. The bonus is to repair speed, not to generator completion. So a standard repair is 1 charge/second and a generator takes 80 seconds to complete. Therefore, 40% bonus = 1.4 charges/second. So now, let us compare BNP + Swivel on both Commodious and Engineer's vs. Swivel + Rag.
(The following computations are made under the assumption that both BNP skill checks are successful, no great skill checks are hit during repairs, solo gen repair, and no other perk bonuses/debuffs come into effect.)
(25% of a generator = 20 seconds. The symbol "~" means approximately)
Commodious BNP + Swivel: Brand New Part completes 25% of the generator across 5 seconds. Combined with the 1.3 charge/second during this 5 second period, the generator gains an additional 6.5 charges. This means, after the 5 seconds of installation, the generator is 33% complete. This means it takes an additional 41 seconds to complete the generator, bringing a grand total of 46 seconds to complete a generator. (1.3 * 5) = 6.5 , (80 - 20 - 6.5) = 53.5 , (53.5/1.3) ~ 41 , (41 + 5) = 46
Engineer's BNP + Swivel: Brand New Part completes 25% of the generator across 5 seconds. Combined with the 1.4 charge/second during this 5 second period, the generator gains an additional 7 charges. This means, after 5 seconds of installation, the generator is 34% complete. This means it takes an additional 38 seconds to complete the generator, bringing a grand total of 43 seconds. (1.4 * 5) = 7 , (80 - 20 - 7) = 53 , (53/1.4) ~ 38 , (38 + 5) = 43
Commodious Swivel + Rag: The total bonus from this is a 40% increase in repair speed. This means it takes 57 seconds to complete a generator. (80/1.4) ~ 57
Engineer's Swivel + Rag: The total bonus from this is a 50% increase in repair speed. This means it takes 53 seconds to complete a generator. (80/1.5) ~ 53
In terms of single generator completion, the Brand New Part allows for a generator to be completed minimum 10 seconds faster in both instances. However examining charges from both of them we can see their utility across multiple generators.
(The following computations are made under the same presumptions of the first computations. The base charge consumption rate of a toolbox is 1 charge of toolbox/1 charge of repair)
Commodious BNP + Swivel: The first generator utilizes 60 charges worth of the toolbox. It does not use 80, because the 25%, or 20 seconds, gained from the Brand New Part do not count toward charge consumption. This means your toolbox will be left with 120 charges. This means you can repair an entire additional generator, leaving you with 40 charges. This means with this combination, under the stated assumptions, this combination can complete approximately 2.5 generators while leaving 1 charge.
Engineer's BNP + Swivel: The first generator utilizes 60 charges, just like the last one. This means you can complete approximately 1/4 of the second generator, as you are left with 20 charges on the toolbox. Overall 1.25 generators can be completed.
Commodious Swivel + Rag: This is a straight shot. Each generator utililzes 80 charges, meaning you can complete approximately 2.25 generators while leaving 1 charge.
Engineer's Swivel + Rag: This unfortunately means you can complete approximately 1 generator with this combination.
This test tells that you can complete the most progress with Commodious BNP + Swivel, however there is one more stat to look at, which is overall time save.
(The following computations are conducted under the same presumptions as the previous two. The final number is the total time save across the number of possible generators completed. The forumla at the end is written in "1st Gen Time Save + 2nd Gen Time Save + X Gen Time Save. The non BNP equations are simplified, as there are not special conditions needing to be accounted for in the equation.)
Commodious BNP + Swivel: Overall, the time save across the number of generators done is approximately 61.75 seconds. (80 - 46) = 34 , (80/1.3) = 61.5 , (80 - 61.5) = 18.5 , (0.5 * 18.5) = 9.25 , (34 + 18.5 + 9.25) = 61.75 seconds time save.
Engineer's BNP + Swivel: Overall, the time save is 42.75 seconds. (80 - 43) = 37 ,(80/1.4) = 57 , (80 - 57) = 23 , (23/4) = 5.75 , (37 + 5.75) = 42.75 seconds time save.
Commodious Swivel + Rag: Overall, the time save is 51.5 seconds. (80 * 2.25) = 180 , (180/1.4) = 128.5 , (180 - 128.5) = 51.5 seconds time save.
Engineer's Swivel + Rag: Overall, the time save 26.67 seconds. (80/1.5) = 53.33 , (80 - 53.33) = 26.67 seconds time save.
The point is, in all cases the Brand New Part makes it significantly faster. The efficiency of the toolboxes on the first generator is faster in both instances with BNP. The overall time save across all generators leans in BNP's favor by a significant margin. This is why the 5% nerf will help tremendously, as when numerous people run this combination, it makes it extremely hard to win, not only on the first gen by a significant margin, but overall time save still rules in their favor by a minimum of 10 seconds.
The point still stands that 10 seconds additional time save by an ultra rare isn't very significant and nerfing them more only means that they'll be even less worth using than they already are compared to addons that aren't single use.
Yes, using 4 of them does remove a significant amount of time, but I literally haven't seen 4 BNPs used in the same match since they got nerfed to not do a whole gen.
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@Thyasian said:
https://forum.deadbydaylight.com/en/discussion/comment/623388#Comment_623388
That is not a 40% repair speed bonus. The Commodius toolbox only offers a 15% buff to repair speed and Socket Swivels offer a 15% repair speed buff. (I tested this in game to make sure it aligned with the wiki) This means a generator takes 62 seconds to complete, excluding skill checks. Again BNP is much faster, as it is only 65 seconds, excluding bonus repair speed with toolbox, great skill checks, and repairing while installing BNP. BNP is still significantly faster for one generator, and again the main concern is when multiple of these are run.
commodious is 15% bonus, socket swivels is 15% bonus, and clean rag is 10% bonus. total 40% bonus.
Engineer's toolbox is 25% bonus but only 80 charges instead of 180 that commodious has. so the fastest engineers is 50% bonus where as the fastest commodious is 40%. commodious repairs an entire second gen though.
BNP is 1 time 20 seconds off a generator. So commodious socket swivels BNP makes 1 gen take 41.5 seconds and a second gen take 61.5 seconds. Normally would be 160 seconds for both gens but was 103 seconds instead. commodious clean rag socket swivels does the two gens in 114 seconds. So the BNP is only 9 seconds faster, and is one use, so it cant be taken out of the game after you use it and is an ultra rare. That's right the ultra rare speed addon makes it a whole 9 seconds quicker than a brown one and you lose it when you use it.
Meanwhile with the engineer's toolbox bnp socket swivels (40% faster repair speed + BNP effect). You repair 1 gen in 37.1 seconds. Which was only 4.5 seconds faster than the commodious and you only got 1 gen out of it. Then Engineer's socket swivel clean rag gets you 1 gen in 53.3 seconds(50% repair speed bonus). BNP is a little better on this toolbox because this toolbox inexplicably only has 80 charges.
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@xnes_galax said:
You can hear footstep (it happened to me sometimes), she moves grass as well as making crows fly away and her entire animation reset whenever she vault or start a phase. You can know if she is faking or not. The question is : "what you do now?" If you are close enough to hear the footsteps, you get an hit. If you see the animation reset, well she is in phase and probabpy already behind you. If you see crows running aways scared then she is coming into your direction, but unless she has prayer bead than you would have noticed it by the sound. The only "counterplay" is moving grass. You can see where she is. Only problem is she is too fast and against a good spirit you still have no way to avoid her.
She does not move grass:
Video proof she doesn't move grass when phase walking: https://onedrive.live.com/?authkey=%21AKBOgnbxetLYlSI&cid=E6E304621526D0B0&id=E6E304621526D0B0%213442&parId=E6E304621526D0B0%211035&o=OneUp
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They're not getting hurt, that means the killer has make your choice and they got exposed.
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/626412#Comment_626412
You can't slug them because they just go into a locker. So you either stand there like an idiot counting to 60 while a gen gets done, or you leave the locker giving the survivor a free bail out. DS completely screws the killer. Make it 20, or 30 seconds. An entire minute is absolute overkill.
It's supposed to be a free bail out for 60 seconds. If you can't deal with that the solution is to ignore the person with ds and go for someone else until the DS is over.
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@ThirdSealOPplzNerf said:
I love how people defends how ridiculously loud chase music is and how there no option to turn it down or remove it. If I hear a survivor and find from slowly listening I should rewarded by actually finding from my hearing skills I shouldn't be rewarded with getting deaf. I remember the times when chases music was in a perfect volume state and sounds were actually bearable until now . Music is stupid loud and sounds were lowered and are buggy
If the music is blowing your ears out that means you have your volume too high. The music is supposed to be louder compared to the rest of the game. Without the music killer's like spirit would be totally unfair (many will argue she still is) and mind games would be even less possible for killers.
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@PolarBear said:
Only problem I have is that every pallet can be bloodlusted.
Blood lust has always been a band aid fix. I wouldn't be suprised if we saw it getting nerfed more in the next year or so and completely removed in a couple years.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/626241#Comment_626241
The problem is that there is no counterplay. The "counterplay" is to leave them in the locker. That isn't counterplay. That is just going away from the locker. The problem still persists. People say the same thing about god windows "just leave chase" meanwhile those people don't acknowledge the real problem that the map/building/window isn't balanced.
Decisive Strike is not supposed to make you invincible for 60 seconds.
Knowing the devs, they'll just make another band-aid fix for this.
If the counter play allowed you to completely ignore the perk, then the perk may as well not even exist. The solution to decisive strike is not to go after the person who was unhooked less than 60 seconds ago in the first place.
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yes it is bannable if it's clearly them lagswitching and not ######### internet, it's hard for the devs to tell so the best thing to do is to take a video of it that shows the profile and stuff in the video and after reporting them in game create a support ticket for the reason "additional report information" and upload the video to youtube and link the video of them lag switching on the request.
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Adrenaline and BL arent too strong other perks are too weak.
DH is good, but lithe and SB and just worse picks in terms of exhaustion.
The the only other good perks are BT, DS, and UB
after that you just have a bunch of ######### sub par perks.
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60 seconds really isn't that long of a time if you chase them again in 60 seconds slugging is the best thing to do.
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The music is supposed to make it harder to hear
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Most other killer power's make you loose blood lust, so probably not.
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@Thyasian said:
https://forum.deadbydaylight.com/en/discussion/comment/623290#Comment_623290
https://forum.deadbydaylight.com/en/discussion/comment/623167#Comment_623167
Thanks man. Regarding Brand New Part, they are not #########, especially when multiple of them are run. This is where the problem lies. Looking at the math side of things, if a player hits both skill checks, 25% of the generator is done over 5 seconds. This is a 15 second time save, not including the progress they do while on the generator at the same time. This means solo, excluding all great skil checks annd toolbox bonus speed, a generator now takes 65 seconds to complete. 15 seconds is massive in a game like this, especially against optimized players. Even against non optimized players, when multiple of these are run it can allow for games to be taken over at lower ranks extremely easily. This 5% nerf allows for this take over not to happen at the high or low ends of the game.
Or you could run a commodius with socket swivels and clean rage. That's 180 charges of 40% extra repair speed.
That will complete a generator 22 seconds faster and you have enough charges for 2 generators.
That's a green tool box with a yellow and brown add on.
Don't even bother thinking about the purple toolbox though because its only 10% faster than the green one but has 100 less charges so it's only 1 generator worth of repair.
Edit: Fun fact, did you know a commodius with a hacksaw and wire spool not only has more charges than the purple sabotage toolbox, but also sabos faster than the purple sabotage toolbox (if the purple one doesn't have the hacksaw too)
tl;dr why use any toolbox that's not the commodius? And why use the BNP when the socket swivels and clean rags are better at gen rushing than the BNP unless it's a ######### toolbox.
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a few criticisms
1) BNPs are ######### now, I dont know you're proposing to nerf them even more.
2) The aura reading addons for keys are ######### anyways and no one uses them for that purpose, they only use them to open the hatch.
3) Also in regards to the trapper sabotage changes, sabotaging is ######### and it's not worth the time spent sabotaging his traps unless they're self arming since there is so many scattered around the map it'll likely be respawned before he even noticed and if you dedicate enough of your time to it that he does notice it well, you just spent enough time sabotaging traps you could have gotten 1 or 2 gens done instead.
4) I think wiki is out of date regarding flash lighting a wraith, currently if you start lighting him before he starts uncloaking you will get the stun but if he starts uncloaking first you will not be able to burn him. I think that's fair since it rewards whoever was quicker on the draw.
5)D Strike change: Good idea in concept but if you get farmed by an injured guy and the killer downs you and the injured guy he can just hook the injured guy first and then rehook you because he deactivated your perk even though he downed you with it.
6) Deliverance Change: I think allowing the survivor to attempt escape during the struggle phase and no longer requiring them to struggle would be a better change.
7) Lithe change: I think a stat buff of .1 second faster medium vaulting would be fine. Resilience does this fairly consistently (being injured isn't that big of a requirement) and it's not game changing and resilience even has other effects.
8) MoM change: Was like this on the PTB but it got nerfed again. A better nerf would have been unhooks only because people complained it was too easy to get 2 stacks on 1 hook by getting hit during the unhook. Getting your stacks on unhooks only would be good because it restricts MoM to activating once MAYBE twice in a game. Even if every survivor is hooked the maximum number of times that's only 8 possible unhooks in a game. To activate the perk you have to get 3 of those and for a second person to use theirs they have to get another 3 meaning if more than 2 get stolen from the second dude he's SOL.
9)128 meters is the whole map, there is no map where 128 meters range doesn't cover the whole thing.
10) leaks have revealed that stealth killers are getting some love in terms of detection perks (code regarding a status effect that makes the killer immune to aura reading, and not just t1 myers, its being standardized as a status effect)
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@xxDIESELxx75 said:
https://forum.deadbydaylight.com/en/discussion/comment/619453#Comment_619453
ok then what if its endgame? what am i supposed to do? hit the survivor who is full health and then will get a burst of speed to run right out of the exit gate? Because the result will be the same with both survivors escaping when at least one of them should not. I mean seriously its not that hard to see that it is way to strong of a perk to have available in the endgame phase. not to mention even if you do go for a swing on the survivor who is unhooking there is a good chance that the game is gonna register you hitting the one who is on the hook instead so like whats the ######### point? I dont have a problem with the perk during the middle of the game its just the endgame where it is an actual problem. Im not someone who just tunnels a survivor because they just got off the hook if i see someone else i go for them ( I need my BBQ and Chili stacks god damn it lol ) but when its endgame and you want to secure at least one kill you almost have to tunnel the person coming off the hook.
simple just follow them and wait 15 seconds before hitting them. They go down. If you hooked close to a gate that is your own fault.
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@Luigifan64 said:
This is just a nerf to an already bad perk that puts you more in danger than it does help you; I’d rather it just stay as is.
I don't really agree that it's a nerf. It's supposed to put you in danger, yes. But being able to see the killers aura in a chase is extremely strong and makes you much harder to win against in chases where you are looping a line of sight blocker.
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Also, numbers aren't set in stone. If necessary. The range's can be adjusted. For example if 32 meters is too much maybe 24 is more reasonable. If the no terror radius requirement is still too punishing to stealth killers (like tier 2 myers with M&A/dead rabbit) then perhaps the restriction can be upped to 8 meter or less terror radius. Although I don't think the second case is likely, having the perk counter one specific build is probably fine.
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all killers except myers and nurse have the exact same lunge range however they have different models. So small killers with short weapons (like freddy) seem like they hit from further than they should where as big killers with long weapons hits look more accurate.
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@Arxaion said:
https://forum.deadbydaylight.com/en/discussion/comment/619127#Comment_619127
Hex: Ruin is nearly required for most of the killers, outside of ranks below 12. The game is survivor sided - whether or not the killer gets more than one or two kills is solely based on whether or not the survivors are coordinating, and the mistakes they make.
Hex: Ruin and Hex: No One Escapes Death are the most powerful hex perks by far. Haunted Grounds and Devour Hope are next - the others aren't all that great. At least not enough to warrant the chance.
If anything, increase the stacks required for Huntress Lullaby and Devour Hope.
Survivors can have four of the same A-tier perks on their team if they wish, with no defense against it. That alone can absolutely ruin killers. This solves every issue proposed by both sides.
For survivors, it (at least while a hex is in play) helps deter tunneling and camping, which is essentially what the Steam forums are completely comprised of. For killers, it prevents one of our four perks from being wasted.
Having your perk wasted because it got cleansed is the risk you run by having a hex totem. Some hex totem placements are less than ideal and should be fixed, but this is not a good solution.
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The downside to hex perks is the risk that it can be destroyed right away, that's why they have powerful effects. This makes them too sticky. If anything the survivor who cleanses it should be the ONLY one who is still affected by it.
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@Awakey said:
Here's mine:
Killer: Hangman's Trick:
Unhooked Survivors suffer from the hindered status effect for 10/20/30 seconds after the unhook. Survivors, if healthy, will become injured after sabotaging a hook. Normal effects still apply.
Survivor: Left Behind:
As soon as you are the last Survivor, gain the following effects:
Perk tier 1: No scratch marks, no blood, and open Exit Gates 20% faster.
Tier 2: Same as above, plus grunts of pain are reduced by 50%.
Tier 3: Same as tier 2, plus all rushed actions are muted, and you gain a permanent 5% haste status effect.
They likely wouldn't ever do that hangman's buff because they don't want to implement perks that encourage tunneling. They already made that mistake once with dying light.
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because they don't want to play against a good nurse
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just make we'll make it and WGLF the same perk. completely redesign WGLF to do something else.
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On the topic of exhaustion perks being very hard to use on certain maps, can we add a couple of hill tiles to shelter woods so there's more than 2 places to BL on that map.
