SoGo
SoGo
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- SoGo
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That map is a Trapper heaven.
You just trap everything on the surface, don't go into the dungeon and reap results.
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@Attckcat said:
Update regarding the October 3rd Dev update:
Someone was REALLY scared of Distortion. Now it's 30 seconds per charge in chase? Not even just escaping now? Now its REALLY bad vs wraith/huntress/non-chase chasers and still 100% useless against killers not even using Aura perks.
It doesn't reward anyone who plays well, such as rescuing, healing or doing generators; it just rewards runners who probably were never using Distortion in the first place and are MUCH LESS likely to use it now, since there are MUCH better runner perks.
Good job invalidating one of the very few perks useful against an increasingly lazy killer Aura perk meta.
This change still doesn't solve the problem of players just hiding in a locker in a corner with Sole Survivor or camped out next to a Shadowstep totem or whatever the next "anything but gens" meta is.
If you're suddenly so concerned about helping killers find AFKish survivors why don't you just drop the crow timers to something ridiculous so that anyone not on a generator, running, healing or in chase gets crows after 20 seconds?Wait, I thought it was 30 seconds for both tokens, not only one.
Nah that's really bad.
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@Langweilig said:
@SoGo what do you think?
Thanks for inviting me into this discussion!
I'm kind of late to this, but these are my thoughts (keep in mind that if I don't mention something, I'm mostly fine with it)
Appraisal:
• The changes seem unnecessary. You don't need 20 items per game.Autodidact:
• Yes please, this is great change! This one is good.Camaraderie:
• So, if I understand correctly, you just get 30 extra seconds for doing nothing? The other changes are fine, but the presence of a survivor condition should stay (the range could be bigger though)Finesse:
• I think the cooldown should be reduced slightly instead of removing the healthy condition.Distortion:
• The upcomming effect seems good enough.Lightfooted:
• YES.Made for This:
• I don't think it's a good idea to reintroduce the original MfT, especially after the chaos it caused upon it's first arrival.Lucky Break:
• Nice idea with the perk stopping while walking. I like it.Spine Chill:
• I'd rather see the "killer has to have a clear line of sight" condition removed than reintroducing vaulting boosts.Wicked:
• I like it.Insidious:
• Yes, yes, yes, I want this. We need this in live.Bloodhound:
• Seeing blood pools through walls seems a bit too much. The rest of the changes are great.Hex: Ruin/Call of Brine/Overcharge:
• Yes, yes and yes.
• For Overbrine, I'd even bump them up to 200% but make them not stack.Hex: Shadowborn:
• A brilliant idea! I love it!Territorial Imperative:
• Great buffs 👍Thrilling Tremors:
• Very nice change!Merciless Storm:
• I don't really get the new effect, nor do I think it's necessary.STBFL:
• Great change, love it!Gift of Pain/Mangled:
• Agree 100%Dissolution:
• Yes, I like this change, this is nice.Tinkerer:
• Oh nice, one of my favorite perks getting buffs! Like it!Status effect changes:
• Uhhh.... I'm not sure here.Overall, a lot of nice changes, and a few questionable ones.
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Am I the only one who adores the visual effects of the old finisher mori?
I'd love to see the visual effects put in game.
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Interesting rework.
My idea was this:
• Increase the duration to 10 seconds.
• Add a 5% vault speed bonus to it.
• Reduce the cooldown.
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I think that Hag shouldn't be only played as a proxy-camp killer.
You can still force trades with Make Your Choice, basement hooks are a death sentence if you play it right, and she's actually one of the better killers to guard a 3-gen.
But, to the topic, Hag should get a speed boost after teleporting to a tripped trap, which helps against the "S tech" and makes her chase slightly better. Also, half of her add-ons need reworks or buffs.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812643#Comment_3812643
I feel like alot of people forget the full effect of some hex perks. Huntress lullaby for example has an effect even with 0 tokens, yet I've seen people bring it up when talking about "wait til it gets tokens". I DO find it odd that it announces itself so early on. The first skillcheck you get, you're aware of its existence. Feel like they could at least hold off on THAT til the first missed skillcheck.
Tbh, Huntress Lullaby shouldn't have had tokens in the first place.
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32 meters.
That’s my opinion.
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I love the concept.
The Requiem’s lore is interesting, and all the perks are good ideas.
As for the power, Sacramento is a fantastic side objective. I adore it. Grim Parade is a nice form of anti-loop, but, as others mentioned, while the separate concepts are nice, they seem a bit too bare-bones to me. I’d like the power to have more flair and identity, while keeping the current ideas intact.
Overall, great starting concept I’d love to see in game.
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@UndeddJester said:
I like it.
The one thing I always bear in mind with Trapper though, is while he is weak generally speaking, he is the undisputed king of basement, and is VERY hard to escape even for the most organised of teams… that identity shouldn't change, but it's always in the back of my mind to be careful of when thinking of any buffs. That in mind:
- Picking traps out of a locker is a feature I have wanted for ages. I always saw it as just despawn the furthest unopened trap from Trapper as he grabs it out of a locker. I'd give it a 45 second cooldown, so that it's not easy to use for spamming at basement, but otherwise would be great. Trappers sack obviously has to disable this ability though.
I also love Trapper's Bag (3 trap carry limit), it's my favourite add-on and would love it basekit. It allows you to set up traps effectively where you want, and still keep one on hand, while also giving you room to pick up traps as you go. I would love this add-on basekit.
. - Deep wounded is elegant. I suggested taking the 6 escape attempts down to 3 with the time to attempt an escape and the escape chance doubled, but this is just as good.
. - There is a balance with being able to reach the trap to disarm it vs. the hitbox, but yes this is annoying. Maybe a slightly increased hitbox when running might be good, so that walking can be used effectively to disarm?
In regards to preventing follow behind disarming, I liked the idea of Trapper spending an extra 1.5s or so when setting a trap to instead "rig" a trap. A rigged trap works like a bloody coil trap, and will wound a survivor trying to disarm it. Thinking about basement again, only 1 rigged trap can be placed within range of another rigged trap.
. - TBH with all the other changes in place, I think this is fine. There are lots of tricky little spots you can use on Trapper to exploit where survivors will be looking when looping, and set traps up in some really illogical places to catch survivors in such maps, and with these other changes in place, doing this kind of play would be much easier, so i think it's fine not to worry so much about this.
But yeah, pretty much all changes I'm adjacent or inline with. 🤘
Thanks for the response!
Both of your ideas - bigger trap hitbox while runnning and trap rigging - sound really nice! I like them.
One thing I realized while reading the comments, is that, in theory, with the remote trap destroy function, you could simply destroy the trap the survivor is trying to use against you, solving both trap buffering and survivors using gaps to go around the trap while the Trapper can't.
- Picking traps out of a locker is a feature I have wanted for ages. I always saw it as just despawn the furthest unopened trap from Trapper as he grabs it out of a locker. I'd give it a 45 second cooldown, so that it's not easy to use for spamming at basement, but otherwise would be great. Trappers sack obviously has to disable this ability though.
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@Jeido_Tengoku said:
Hi @SoGo,
I think your ideas are awesome and I think its important that our community has people like you who has some decent ideas, but not balance breaking ones. I would like to comment some parts of your ideas in the following:
The worst part of Trapper is his setup, which requres you to go out of your way to collect and set every single trap.
• The first thing I'd change is his
trap count. During 2v8,
he could hold 4 traps at the same timeand it was great, so, why not put that into the base game? The amount of traps in the enviroment would not change, though. There would still be 8, giving you
12 traps in total.
• Another part of his kit that's annoying is collecting traps, which are often on the opposite side of the map.
My idea is that he could be able to highlight up to 4 traps, which he could then destroy remotely. After that, he could simply pick them up from a locker, just like Huntress does.
Honestly, that are really valid statements and I couldnt agree more. I would really like to play him a lot more but… well he is just frustrating to play with. What I thought after reading your points was a combination of your ideas.
I agree that the trapper should be able to hold at least 4 traps. I also agree, that the traps should be removeable remotely. I think it would a general thing to get the traps from the lockers. So also at the beginning. So that there arent any traps in the beginning, you start with 4 and get more from lockers. So like that:
- Killer starts with 4 traps (your idea)
- Killer can remove traps remotely and then they are in lockers (your idea)
- At the beginning, there are not traps on the map (my additional idea) that way, the surv doesnt know immediatly that a trapper is there
- Killer gets traps from locker (your idea)
One of the most frustrating things about Trapper, is when a survivor steps into a random trap far away, and escapes with no consequenses before you even get close. It's even worse if they're injured, since then the trap does even less to them.
• First change I'd do is make it so
survivors which get out of a trap(by themselfs or with help)
get Deep Wounded, as well as being revealed with Killer Instinct for a few seconds after escaping.• Next, the speed boost Trapper gets after setting a trap barely does anything. It would be much more useful if it
triggered while someone is caught in a trap, and lingered for a bit after.
Your idea with deep wound and killer instinct is awesome. Its by anyway not broken, but a nice benefit compared to now.
About the speedboost Im not sure. I would let it be like that, but maybe increase the time of your haste, so that you have more value and dont lose to much time for placing traps. BUT its important to balance it with care. It could be broken if you do it the wrong way I think. To be more precise:
General info of trapper:
- needs 2.5 seconds to place a trap (without addons)
- get 5% haste for 5 seconds after setting a trap (yellow addon)
- trapper has 4.6m/s speed
Now a bit of math:
If trapper sets a trap he will lose 2.5 seconds of moving which is:
2.5*4.6 = 11.5m at most.
The addon gives 5 seconds a haste of 5% after setting a trap. That would be:
additional haste bonus: 4.6*0.05 = 0.23m/s so:
1.15m at max what distance you could get additionally. BUT we lose some distance for setting:
1.15 - 11.5 = 10.35m
So, thouth we have that addon, during chase, the trapper loses a lot of distance. With the addon its better than nothing (right?), but it shows how less it will help, especially if you consider that the surv will just leave the loop and you got kinda nothing.
A surv has a speed of 4m/s. So if we consider the previous math it would mean the following after setting a trap during chase, what the addon is for:
without addon:
- 4m (surv) - 4.6m (trapper) = 0.6m/s → gets trapper closer
- 4m*2.5 = 10m → distance created during setting trap
- 10m/0.6m = 16.67 seconds → trapper will need that time just to get to the same distance than before!
with addon:
- 4m (surv) - 5.75m (trapper) = 1.57m/s → gets trapper closer
- 4m*2.5 = 10m → distance created during setting trap
- 10m/1.57m = 6.37 seconds → trapper will need that time just to get to the same distance than before! → but duration is only 5 seconds! sooooo:
- 1.57m * 5= 7.85m
- 10m-7.75m= 2.25m
- 2.25m/0.6m = 3.75s
- complete time necessary to catchup: 3.75s+5s = 8.75 seconds
Based on these calculations, the addon helps significantly with his current power. We all now how precious these seconds are!
It also shows, that there isnt much room to make sure that its not broken by increasing the time. If we would e. g. get a negative value in the way like -2 seconds to get to the distance before setting, then its broken, but we could get closer to zero by increasing the time just a bit:
- Duration 6 seconds: 1.57m*6 = 9.42m
- Duration 6.5 seconds: 1.57m*6.5=10.21m
- Duration 7 seconds: 1.57m*7= 11m
So, 7 seconds would be to long, cause you could set a trap and would even be closer to your target than without setting it, even if we would consider the time to pick up a trap its way to abuseable. I think 6.5 seconds could be good, BUT we also have to make sure to consider addons which decrease the time by setting a trap. There is a brown one which gives 30% for setting a trap. That would be 0.75 seconds faster!
If we let the brown addon as it is, the duration of haste shouldnt be more than 6 seconds to prevent balance breaking during chase. If the addon is removed, it could be increased to 6.5 seconds. I think that would be fine.
You suggested, that the haste should come if someone is caught, but that wouldnt benefit the trapper most of the time, so I disagree in that matter. You should design addons were you get benefits more reliable.
About the duration of being caugt… it think it would be good that the surv have to be caught for at least the duration it would take to interact with the trapstations of the pig. Anything else will never help the trapper, due of his missing map pressure.
First,
make the traps hitbox bigger. It's painful to watch a survivor use your own trap against you because the hitbox is too small.
I think that would be difficult to balance, cause of some indoor maps. I would prefer that the trapper couldnt be caught by default… I think.
We need darker maps with more fog and more grass. I don't think I have to explain this one. Play one round on Haddonfield or Eyrie and you'll see what I mean.
I also dont think that it would help pretty much. Be aware that you also would have problems to notice survivors!
What I would suggest, that the traps adapt the colour based on the environment. So without addons, its hard to see, but you can still notice it. With an addon it should be very, very hard to notice, but the addon should have a high rarity.
I hope I didnt went to far here xD
Thank you, @Jeido_Tengoku for your feedback!
The idea of all traps already being in lockers at the start is quite good. The way they are now (laying around randomly) is not really helpful at all. I'd like to see either your idea, or the one suggested by @Langweilg (traps spawning already in loops where they actually can do something) in game.
As for the bigger trap hitbox, I don't mean some dramatic changes. Just making it a bit bigger would help a lot.
You made a good point about the Haste. I don't run Coffee Grounds since the effect seemed so meh to me, but you might be onto something.
The visibility (lack of fog) is mostly an issue because survivors can see you setting up from afar.
What I would suggest, that the traps adapt the colour based on the environment. So without addons, its hard to see, but you can still notice it. With an addon it should be very, very hard to notice, but the addon should have a high rarity.
Funnily enough, I created an add-on with this exact effect, which could replace Tar Bottle.
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I’ve seen one really good idea, made by a youtuber named Mintskull.
Myers SUCKS... He NEEDS a REWORK! - DbD (youtube.com)
I found myself agreeing with all his points, and would really like something similar in game.
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It's now global, so it just needs one person to run it in order to fix all failed skill checks.
Also, you know exactly who is the one who failed a skill check.
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@Star99er said:
As someone who’s most played killer is hag, I feel like she’s in a well-balanced state currently. I’d rather they not keep buffing her until the community witch hunts her until she ends up like Skull Merchant. If anything should be changed it should be a few of her add-ons like the Ear and Phantasm Trap trigger range extenders.
Agree. Her add-ons suck.
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I said it before and I'll say it again: If one perk should be disabled for Chaos Shuffle, it's No Mither.
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@Langweilig said:
1 Being able to carry up to 4 and getting them back from afar would be awesome.
2 I’m not a fan of giving his traps deep wounds basekit. I don’t think he needs that and it would be pretty annoying. Getting revealed by killer instinct would be fine. Don’t know about the haste.
3 I wouldn’t make trap hit boxes bigger, can’t give you a reason for that, but I wouldn’t. Please no mini game for disarming his traps. I find skill checks and the skull merchant thing pretty annoying.
Agree with everything said in 4.
A buff I would suggest is that traps spawn armed at window and pallet locations. This could reduce set up time since there is already something set up and you could get some value from the taps earlier.Thanks for the feedback!
I mostly gave the Deep Wounds to traps because they don't do much if a person is already injured. It could be a wee bit much with everything else, but idk for sure.
The sole reason for why I want the trap disarm to have a minigame is because of trap buffering (one person starts to disarm the trap which allows survivors to walk over it).
And about your suggested buff, it's a nice idea.
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@Devil_hit11 said:
i feel like trapper does good on average because soloq doesn't play around his ability. it is similar to hag. vs 4 man swf that disables 24/7 and knows the trapping killer weakness being teamwork, he's a bad killer but on average. he's decently strong vs soloq.
he is like average at base-kit if survivor don't counter him. if they do buff trapper, they should only buff him to make him stronger vs swf by reducing his counter-play.
I mean... any killer can preform well against solo Q, as most of the players barely know what to do. Especially killers with side objectives of any kind.
The changes I offered mostly focus on cutting down his setup time, making the traps harder to spot and a bit more dangerous.
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He needs some changes to his kit, but these ain't it.
One really good idea I saw was from Mintskull, he made an entire video about it some time ago.
Some of the buffs included were giving him an ability to swap back and forth between tiers, buffed lunge and speed in tier 1, unlimited stalk points and also an option to mori someone basekit by stalking him for a really long time.
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While I don't think they'll give refunds because of a rework, they could instead take her out of the game (and give some refunds to people that bought her), fundamentally change her power, lore and cosmetics, and re-release her once everything's finished.
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Voice chat would only result in making the game more toxic.
Swearing, bad mics, loud music being blasted in the backround, half of the survivor playerbase won't use it, etc.
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@SoGo said:
Hello, Freddy mains!
This is my attempt to buff Freddy to make him more fun, powerful and interesting. I'd like to hear your thoughts on this, so feel free to comment.• Freddy is invisible to everyone who's awake, and his terror radius is replaced by his lullaby for the awake survivors.
• When coming close to a Survivor, he can pull them into the Dream World. They can intermittedly see him during this process.When in the Dream World:
• Survivors suffer from a 20% action speed penalty.
• Can see and be attacked by Freddy.
• Can hear Freddy's terror radius.
• Can see and be affected by Dream Traps.
• Can see the Dream Projection happening.Freddy's abilities:
• Dream Projection - Now works with finished gens as well.
• Dream Hooks - 6 random hooks change into Dream Hooks at the start of the trial. Unlike normal hooks, only Freddy and asleep survivors can see and interact with them and the survivors hooked on them.
• Dream Snares
• Dream Props - This includes Dream Pallets, Totems, Chests and Breakable doors. These act all in a similar way, they can be put in spots where they could spawn naturally, and interacting with them makes them dissolve into blood and alert Freddy, with the exception of Breakable doors, which Freddy can walk through, making them dissolve, while survivors can't walk through them.
• He can create up to 20 Snares/PropsWays to wake up:
• Getting woken up by an awake survivor.
• Waking up with a Medicine Cabinet.
• Getting hooked on a normal hook.Medicine Cabinets:
• Replacement for Alarm Clocks
• Survivors can interact with them while awake or asleep, with the interaction changing depending on their state.
• When awake, interacting with these will put survivors to sleep. When asleep, interacting with these will wake you up and make you unable to fall asleep for 20 seconds.Add-on changes:
Red Paint Brush:
• All survivors start the trial asleep.
• Changes the shape of Dream Snares into rectangular puddles that are 2 m wide and 8 m long
• Reduces the amount of maximum tokens to 10Black Box:
• Asleep survivors are unable to escape through the Exit gates.
• Increases the amount of Medicine Cabinets by 2Pill Bottle:
• Replaces Fake Chests with fake Medicine Cabinets.
• When spawning a Fake Totem, it will look like a lit Hex Totem.Class Photo:
• Suppresses the appearance of the Husk
• During the Dream Projection, all generators spew blood. (removed downside)"Z" Block:
• Survivors interacting with a Medicine Cabinets become Deafened until hit by Freddy.Swing Chains:
• When hooking a survivor on a Dream Hook, the duration of their hook stage timer is shortened by 15%.
• Removes 3 Dream Hooks.Unicorn Block:
• Survivors become Oblivious for 45 seconds when triggering a Dream Trap. (The timer doesn't reset when triggering a trap while already affected by this add-on)Nancy's Masterpiece:
• Reduces the cooldown of Dream Projection by 4% for each asleep survivor, up to a maximum of 16%Jump Rope:
• Increases the amount of Dream Hooks by 2.Blue Dress:
• Increases the range of Dream Transition by 30%.
• Decreases the length of Dream Transition by 2 seconds.Paint Thinner:
While asleep, survivors suffer from the following effects:
• A 35% chance to trigger a difficult skill check while repairing or healing.
• Skill check success zones are reduced by 20%.Cat Block:
• Survivors become Exhausted for 30 seconds when interacting with a Medicine CabinetNancy's Sketch:
• Reduces the cooldown of Dream Projection by 3% for each asleep survivor, up to a maximum of 12%Outdoor Rope:
• Increases the audible range of repair noises by 8 meters. (Removed condition)Green Dress:
• Increases the range of Dream Transition by 20%.
• Decreases the length of Dream Transition by 1 second.Prototype Claws:
• The Nightmare is completely invisible to survivors during Dream Transition.Sheep Block:
• Survivors become Blind for 60 seconds when triggering a Dream Trap (Same condition as the Unicorn Block)Wool Shirt:
• Increases the range of Dream Transition by 10%.
• Decreases the length of Dream Transition by 0,5 seconds.Garden Rake:
• When triggering a Dream Prop, survivors scream and reveal their location for 3 seconds.Kid's Drawing:
• Reduces the amount of power tokens by 10
• Gives a 100% bloodpoint bonus in the Sacrifice category.These are the changes I'd make.
Please, BHVR.
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It doesn't bother me that she's 110% and I play her.
That said, making it so your lunge is bigger for a short time after teleporting would feel very good.
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Try doing a Wraith adept. Predator hurts you more than it helps (apparently)
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Base regression shouldn't change.
The perks themselves? Absolutely.
Call of Brine, Overcharge and Hex: Ruin should all have the 200% regression speed. Ofc, to not repeat the Overbrine meta, both of them should have a condition that the regression speed cannot exceed 200%.
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Lightborn counters about 4 perks and 2 item types.
Distortion counters completely or partially 60+ perks and add-ons.
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"Spine Chill is useless now"
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I put Lightborn on only if there are 3+ flashlights in a lobby so I can play the game.
It does it's job well. So no, no nerfs to Lightborn.
Or do you want every killer to just 4 slug you instead?
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/428713/blight-in-2v8-is-certainly-a-choice
I mean the main reason why most killers in 2vs8 were strong enough to win were that they got a huge buff in some form. As long as they don't overbuff him it should be fine I think.
Lets hope they won't.
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For me it was that Spirit and Blight are getting added to 2v8 instead of older killers like Myers, Hag or Doctor.
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One really obscure one I'd like to see is Dark Deception.
Out of the more popular ones, Friday the 13th.
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One perk this could be added to is Cut Loose from Thalita.
It's current effect is this:
I would do the following changes:
• Add a 5% (or higher) vault speed bonus while the perk is active.
• Increase the activation time to 8/10/12 seconds.
• Maybe reduce the cooldown to 30 seconds.
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@poinepp said:
https://us.v-cdn.net/6030815/uploads/QOCWI9S5DCUB/image.png
this is how it should work and this never needed to go and nobody was happy when they removed the aura reading through hook bubble
Agree.
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I understand this concern, but buffing base regression speed might be a bit overkill.
Actually, in the video itself, Ardetha (the video's creator) mentioned a solution: buffing the perks back to their previous states.
Ruin, Call of Brine and Overcharge should all have 200% regression speed, with CoB and Overbrine both having a condition that the speed cannot go over 200%, making sure that Overbrine doesn't come back.
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I swear to god if they overbuff Blight and Spirit in a same way as they did with Nurse...
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It's sad that it takes them so long.
On the other side though, I feel like it's better to take more time and do it right, than butcher the character up à la Skull Merchant.
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@Grigerbest said:
I need some guides on how to counter THIS PAIR at the same time… Coz I'm a little scared.
The myth is finally getting real, ladies and gentlemen's…
You can't. :)
I still don't get why it would be an issue to add Hag or Doctor into this mode.
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Where Hag?
Where is my Stick Woman a.k.a. The Jumpscare Factory.
I mean, you don't even have to change her a lot and she'll be viable.
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Edit: Added small adjustments to the perks.
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Edit:
• Reworked Boon: Quid Pro Quo.
• Added some slight buffs to Amnesia.
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I found a similar bug (or is it? Idek) on Midwich with some of the wet floor signs.
It seems that for an unknown reason, Spirit sees yellow things in bright red while phasing.
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@jesterkind said:
To be fair, Chaos Shuffle is the literal worst case scenario for No Mither as a perk, because you don't really get to capitalise on its upsides due to your build being randomised. I think it being so detrimental specifically in Chaos Shuffle would be better addressed by just making it so you can't be rolled No Mither in that mode, if it's that big of a problem there.
Yes. If one perk should be excluded from Chaos Shuffle, it's No Mither.
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Sure why not?
Make items and add-ons also random.
And make it so only bloodpoint offerings can be played.
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I got Blood Warden in one of my games, which bumped me from a 1k to a 3k. Most hilarious perk ever.
I also discovered the speed at which survivors can cleanse Hexes. (2 out of my 3 Hex perks were gone within 2 minutes)
My kill rate seems the same, tho.
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You know what's annoying?
The rift completion screen blocking the chat.
I want to see the chat, please.
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I hope they make Tombstone Myers basekit.
Ngl, if handled carefully, this would be nice.
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Ngl, if they plan to nerf Plague in a similar way next patch (god forbid), this will be my reaction.
A very "Please say sike" moment.
But yeah, Skull Merchant might as well get retired if we will stick to this.
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I swear, my games get stressful sometimes, but hearing about all the stuff that happens at high MMR makes me be perfectly fine with being somewhere in the lower ranks. (at least I assume I'm there)
High ranks be damned, I'm staying down here. It's calmer here.
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Thou shall never teabag the killer.
Now, you will cease to exist.
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Oh I would love that.
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@Thusly_Boned said:
If all the survs are on the some page regarding cleansing, she's no harder to deal with than most of the killer roster. I swear some people want every killer to be the same, and scream "OP!" before (or rather than) bothering to learn how to deal with them.
Plague is not Nurse, her power can be dealt with.
She's only really oppressive if some survs are cleansing and some aren't (like when some or all of the survs are potatoes). I play a lot of Plague, and good, coordinated teams can really make life hard. But she's a noobstomper for sure.
I play her too, and agree.
If no one cleanses, she gets no information, only one or two power uses (which survivors can wait out) and is just a 4,6 M1 killer.
And if everyone cleanses, she has to constantly get the red puke to not get the complete fountain restart. Plus, you only need a nice tight loop and her red puke it useless.
