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I want the memest add-on possible for one of Billy's Ultra Rare Add-Ons.
Speed Unlimiter
Ultra Rare Chainsaw Add-On
- Tremendously increases the chainsaw's movement speed
- Tremendously decreases the chainsaw's charge time
- Tremendously decreases steering while using the chainsaw
- Tremendously increases the chainsaw's cooldown
- Tremendously increases the time penalty when bumping into objects
- Tremendously increases the noise made by the Chainsaw.
- Cannot cancel the chainsaw once it is fully charged until the Hillbilly either bumps into an object or hits a Survivor.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/742950#Comment_742950
But if you stack them you have 2 blinks and 4.4 movement speed
But you can't blink through walls.
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I'm confused. Where does Catatonic factor into this?
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I would rather she goes faster than a normal M1 killer but for less time. That still probably wouldn't be as good as base kit Nurse.
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@Raccoon said:
It's gonna be an insta-heal nerf that heals over time instead of 'instantly.'
I really hope so.
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Remember that scene in From Russia With Love where James Bond tells Donald Grant that there is money inside his briefcase, so Donald goes to open it, but the briefcase is booby trapped, so tear gas explodes in his face, resulting in a fight that results in Bond killing Grant?
I imagine the medkit change will be something along those lines.
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Why should the Killer not be rewarded if they reach the hatch first?
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@Phox said:
Forming opinions before the ptb. Classic
We're allowed to speculate. :P
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/742082#Comment_742082
Could be for you, but maybe devs start seeing their numbers shrinking and they will change their policies, this is the only game they have, the other one with the garden is a failure.
Hey, when it happens, you can say "I told ya so!" :P
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/741983#Comment_741983
P-Please don't mention that thing.
MORE EXHAUSTION ADD-ONS SHOULD BE AT COMMON.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/742000#Comment_742000
They will play other games, that Resident Evil or something.
Alright, then. Fine by me.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741970#Comment_741970
Other survs and killers will still complain, so they wont be happy, sorry.
Not the ones who get banned for DCing. :P
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/741936#Comment_741936
I mean if you think it's weak, that's your opinion and is therefore completely valid. But, what common add-ons aren't worthless? They all give minimal impact on gameplay but can help newer players or can just offer a helping hand if you don't have any other add-ons to run.
Berus Toxin is very good IMO.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741877#Comment_741877
Well, DCs will keep going then, you cant force people play with tryhards or toxic clowns that say PLEASE DC DC in their streams.
That's fine. Then they just get banned for DCing, and everyone is happy.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741831#Comment_741831
Here you need 5, different games it deserves a try as I said before, there are no life bozos playing 8 hours a day begging for a headset while playing toxic with ultra rares tunneling camping bodyblocking and the game does nothing, at some point devs must do something, or let dcs happen, after all is not that bad.
If people DCs but keeps playing the game who cares?
You DC from a game that was toxic and go to the next.
Here, you need zero. Because blocking opponents can be easily abused.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/741812#Comment_741812
Can confirm: It does indeed stack.
*hits with spoon*
*goes deaf because I'm wearing headphones*
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@Mc_Harty said:
I told you lot.
You can't expect a buff from the strongest killer in the game without some kind of downside.
We knew she was going to receive nerfs of some kind.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741807#Comment_741807
Well, you can have 5, test it and see what happens.
Also, give more reasons to survs to eat that ****, more BPs the grind is insane, you expect survs to not dc because they could lose 5k? what can you do with that in the bloodweb?
Overwatch has 3, it only works for teammates, and its player base is MUCH larger than DBD's.
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As someone who hated the Pig EGC nerf, I'm not convinced this is going to negatively impact Nurse much.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741728#Comment_741728
You can block 10 players you want and thats it, there are no betters this is a broken game with no competitive part, its a party game as soon we understand that we can fix the DCs.
Now if you work for BHVR or something well thats another issue, they blur the lines and dont want to tell us its a party game, a game where the killer cant die and its huge and overpowered, and you have 4 humans who cant even throw a punch and all they have is evasion is not competition, specially when they can use ultra rare addons and cut the game in half with a Mori, hell they even let 5 blink Nurses happen...
Competition can be Street Fighter, MK, Quake Live/Champions, Counter Srike, Strategy games, Driving games, Chess, games where BOTH PARTS can die, no risk = no competition.
10 people per player is A LOT and leaves a lot of room for good players to be blocked by many, many people. You have no solution in place for that.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/741753#Comment_741753
If three seconds is a deal breaker, I don't know what to tell ya'. There's even add-ons to reduce it further.
Question: Does the cool-down pause while the Nurse is charging a blink?
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Bye bye?
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/741721#Comment_741721
Spasmodic Breath It's actually pretty interesting imo. The matchbox would be okay, if it would be increased to 4.4m/s.
I'd like to see how the Ultra Rares play out before saying anything (not that I am remotely qualified to comment on that).
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741661#Comment_741661
Whats the flaw? 95% of the DCs are made by survivors, nobody is asking to punish them, but If I dont wanna play with some toxic streamer that has 370 ebony moris nobody is going to force me to do it, in my personal case I must open twitch to see if Im in the lobby of 2 dumb tryhards, because every time they see me its mori and ultra rares, so far I´ve never fell into their traps, one of them puts a picture in the players part and another in the ready lines.
The other plays Nurse with Ultra Rares and I really dont care, dont see the point in feeding some loser using a broken killer with no way to evade, and you call that competition?
If I dont wanna play with someone I wont do it, and you want to punish me because I dont want to waste time with some unemployed loser that plays 8 hours a day while begging for donations to get a new headset.
The flaw is that your proposed system has nothing in place to prevent it from being exploited by people who just want to block opposing players better than them.
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Spasmodic Breath is one of the weirdest add-ons I've seen to date.
Also not thrilled that two of her add-ons are worse versions of Stridor and Nurse's Calling.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/741441#Comment_741441
The perk is almost trash, and failing a hit doesn't mean you are lack of skill.
Ehhh, perhaps a little lack of skill if you miss while also having a speed boost.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741647#Comment_741647
Well, please write me back when you see it, and Im not trying to be cocky or anything but my point is pretty obvious TAG.
No, it's not. You just fail to understand the flaws of what you propose. You also fail to view things outside of a "punish Killers" mentality, given how you responded to the issues I raised as though I were talking about Killers even though I was referring to players in general and not Killers specifically.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741640#Comment_741640
I dont know, do you play the game on a daily basis?
Does the game has a Did You Have Fun rating?
I don't see what that has to do with anything.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741627#Comment_741627
If he is toxic he had it coming, skilled when you cant die? Skilled are Quake Players, nobody blocks you because you are innocent, and as I said before I you wanna tryhard this is not a competitive game, Skilled guy needs to slow down a bit.
What happens when a toxic player is ruining games and causing DCs to tons of people with those lame things I have already named?
"nobody blocks you because you are innocent"
Is that so?
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741612#Comment_741612
This is not a competitive game, just a party game so with that in mind whats being better anyway?
A killer with ultra rare addons? I watch lots of streamers and they are playing with ultra rares which is BS they should be called Ultra Common, they camp hooks and tunnel, is that being better?
Some abusive Hillbilly with Enduring Spirit Fury and Ultra Rares? some layouts dont even have pallets, I want to see devs facing those situations and tell us in the face... THEY ARE BETTER!
Its a free world, if you dont play tournaments there is no practical reason to make people play with players they dont want to.
But hey force them and they DC.
So what happens when a consistently skilled player ends up getting blocked by a ton of people and struggles to find a match?
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/741605#Comment_741605
That wouldn't work in an asymmetrical game like this. Some people only play killer or only play survivor and you can't have too many chains of people blocking each other or the game becomes dead.
I mean, I'm not saying I am in favor of such a system (I'm not). I am merely attempting to describe a hypothetical system comparable to what Overwatch has to offer.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741600#Comment_741600
They should add like a 10 player block list, and you can use it on toxic killers/surv, that will make players think twice before doing something toxic like taking the game hostage.
How do you stop people from using it on opponents who are just better than them?
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741578#Comment_741578
Excessive is bad, sure and my point was when something dumb happens that wants you quit the game because its abusive and there is no way to turn it around.
Another thing that would be great to avoid these kind of situations is a player being able to block Toxic players, there are lots of those ¨streamers¨ with 40 viewers trying to ruin the game for attention, a friend told me that Overwatch lets you block players, is that true?
That would fix lots of problems in DBD, punishes a toxic player without making him de-pip or anything, since they can see who are facing they can bring the Ivory mori to kill someone because EZ.
Block toxic players should fix lots of DCs.
Overwatch, according to my research, has a feature that allows you to select up to three people and have then placed on a "Avoid as Teammate" list, preventing you from being on your team. It does NOT, however, prevent that person from showing up as part of an opposing team.
So an equivalent here would be a system that prevents you as a Survivor from being paired up with a specific player(s) on the same Survivor team, but it would not prevent you from facing that player if they were a Killer (and it wouldn't allow a Killer to avoid specific people, meaning it basically doesn't do anything for a Killer player).
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/741327#Comment_741327
1. You cant force someone to spam spacebar. If someone wants to let go he has the full rights for that and should never get punished for that.
2. Even IF you would start punishing this aswell, people would just simply starts to run towards the killer so they can get hooked multiple times and are out of the game. Or be afk.
1) This has nothing to do with forcing someone to spam the space bar. It has to do with people forcibly one-hooking themselves to avoid DCing. Besides, I happen to be in favor of removing the need to mash a button/key during the 2nd hook stage.
2) That simply makes it easier to know who to punish and who not to punish.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741559#Comment_741559
It wont work, this is a terribly toxic game full of frustrated tryhards that want to ruin solos in a second, specially in Red Ranks, the whole Killer Kills meme.
If Im gonna de-pip anyway I prefer to DC and I dont care about consequences, you cant force people to stay when devs dont fix the frustrating aspects of the game.
Getting tunneled 3 times in a row even with DS happens, and its stupid.
Bodyblocking the basement stairs is stupid too, and it happens.
Moris are stupid.
Some ultra rare addons are stupid and feel like the Killer bought the match a la Mayweather
Lots of nonsense when one side cant die and never runs out of nothing.
You not caring about the consequences of DCing does not mean that excessive DCing should not be punished. I happen to like the idea NMCKE put forth.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/741378#Comment_741378
Overwatch is a FPS where you can defend yourself, DBD is a game were some toxic killer can take the game hostage by facecamping and lots of lame stuff.
You cant apply the same principles, and you cant force someone to waste time if they dont feel like it.
You can definitely apply the same principals with regards to what NMCKE suggested.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/741472#Comment_741472
Please find me a quote where the devs said DS is only to be used for anti tunneling purposes.
https://forum.deadbydaylight.com/en/discussion/comment/741470#Comment_741470
When you offer up an intelligent change for the perk I'll be sure to do just that.
Here is the best I can give you:
@PatBrutal said:
Decisive Strike Q&A with Horvath | February 22, 2019
Today we did a Q&A session on discord with Stefan Horvath about the upcoming changes on Decisive Strike.
So here are below the answers given by our Game Designer/Stefan Horvath.Question: What led to the decision to put the timer on Decisive Strike?
Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed
Question: Are these changes final?
Horvath: We are constantly looking at feedback from out players as well as in respect to the new content that we create, for now you will see this version of Decisive Strike on the PTB
Question: Why the timer? Doesn’t that just encourage the survivor to get downed again just to have a perk?
Horvath: Well, it depends on how you see it. You only disable Decisive Strike if you've successfully hit the skill check, or if you tried to hit the skill check and failed. Therefore the timer serves as a window to use the perk, but not to lose the perk.
Question: Doesn’t the change to DS make it very similar to borrowed time and kind of redundant in purpose?
Horvath: I feel like borrowed time and Decisive Strike serve a similar purpose, but DS is controlled by the person on the hook, whereas Borrowed Time requires a teammate to run it and unhook you. I believe there is place for both perks
Question: Have you considered making it so Enduring doesn't apply to DS stun, now that the stun lasts 3 seconds?
Horvath: There has been a lot of feedback regarding the 3 second stun for Decisive Strike, previously the stun has been 4 seconds for a long time, once upon a time it used to be 5 seconds. We are currently revising and investigating what we will do regarding enduring and the Decisive Strike timer, it may end up being 4 seconds, but I believe we will try 3 seconds in the PTB. I look forward to your feedback
Question: About the DS changes, wouldn’t these changes punish killers if they find the same survivor and or during a killer's snowball?
Horvath: There is definitely a possibility that this happens, I deliberately ran to the killer and was downed/ picked up to just get my DS off and it definitely affected the tide of the game. But ultimately, we have tried to mitigate the amount of time DS wastes in respect to the killer, having the skillcheck occur during pick up and no longer having the non-obsession wiggling out at 35% will save a lot of time.
Question: Thanks again for being here it's really nice that you take the time to be closer to the community. When you started the discussion about DS, what did you have in mind ? Did you wanted to straight up nerf it or just change/adjust it ?
Horvath: Decisive Strike has been a topic of conversation for a long time, we have entertained several iterations in the past. I will see if I can go into the interations. Ultimately, when we look at balancing the game we try and offer an experience that is fun for everyone, while understanding that one side is trying to kill the other :P. There are definitely frustrations, and we are constantly looking to make this more fun and enjoyable for everyone.
Question: Should the stun not be longer (original 5 sec) if the Survivor who used DS was already the Obsession to give them extra time against like for example a black box Freddy?
Horvath: Definitely a possibility, I don’t know if we will go to 5 seconds though
Question: Isn't this DS change a nerf to Dying Light? Since the obsession changes and is therefore alive when a new obsession is chosen?
Horvath: This will definitely affect Dying Light if survivors choose to proc DS at the right moments. Depending on the gameplay and decisions made a survivor team could reverse the effects of Dying Light, until another obsession dies. I think the new obsession interaction should be quite interesting, and I look forward to how you guys use it.
Question: Could you confirm that rancor won’t be an insane perk because of the new changes?
Horvath: Rancor will be quite interesting, the edge case to be able to achieve 4 mori's with Rancor will be very hard to achieve. Considering the time it takes to mori someone, and that the last person still needs to get off the hook and have time left on their Decisive Strike. It may happen though, and I hope it's clipped when it does
Question: i personally think it’s almost impossible to do it as by that time survivors will either win or simply use the ds early so you only get 1 rancor kill
Horvath: You may have to try and put more chance on your side with Blood Warden
Question: Why doesn't the timer only progress when you're in a hunt? I mean, wouldn't that be balanced?
Horvath: We chose to keep 60 seconds as the window of opportunity to limit the situations where you can use DS. Feedback that we have received from the community and evidence of how our games play out indicate that being able to DS out of the killers grasp at any time in the match can have a major effect on the killers efficiency. With the timer now, players should feel more rewarded when hitting their DS and hopefully killers won’t feel that the DS stun was out of place under the current conditions
Question: Will the size of DS' skill check remain the same? or will we be seeing a bigger chance due to the change to it?
Horvath: The skill check is going to be slightly larger than the first tier overcharge skillcheck.
Question: Does it feel good to make a change to a perk that has plagued both sides of the community, killers and survivors, for so long?
Horvath: We will see how it works out in the wild, I believe we as a team enjoy to work at making this game more pleasant and interesting for everyone.
Question: I have very interesting question to you and your team but i don’t know you want to say that to us. We will get Decisive in PTB, so there is my question - PTB will come to us in Tuesday?
Horvath: I unfortunately cannot tease you with the date! But I am excited for you guys to try it out.
Question: What do you think about all killers perks like "play with your food", "rancor" or even "remember me"? Isn't the new DS a kinda huge nerf for them?
Horvath: It depends on which perk you are running, Rancor could end up with multiple moris on multiple survivors, Play With Your Food may change your mentality, and you may lose the chase with the survivor to gain a token to chase someone else down. Remember Me will allow you to trigger more time on the door if you have not reached maximum stacks.
Question: There are a lot of bugs in the game, and you guys think about changing perks…
Horvath: I think it's an interesting question, I focus on many aspects not just improving perks, perks can sometimes be easier to adjust in comparison to large components of the game and they definitely add value to replayability and keeping things fresh.
Question: Does this mean dribbling a survivor serves no purpose? Good on BHVR to remove that.
Horvath: Yes dribbling should no longer be a thing, I do not believe this was mentioned in the blogpost but there is now a 0.5 second delay before a killer can drop a survivor after picking them up. This should avoid dribbling and flashlight dodging right after a pick up. (flashlights can still be avoided by facing away from them)
Question: With how short game time is if survivors choose to optimally complete their objective, isn't DS still a perk that grants too much ground, and now encourages 4 people to run it in a game since everyone gets the same effect regardless of obsession status?
Horvath: I am quite excited to see how we behave with the new Decisive strike Changes, I am not sure everyone will run it, I am also wondering if some killers will even see DS proc if they do not tunnel. The 60 seconds does allow for enough time to find a killer after being unhooked, but I believe it will come down to a smart strategy in that case.
Question: Do you have any plans at the moment to adjust the other Obsession perks, since the obsession-switching has such a drastic effect on that mechanic?
Horvath: All perks can possibly change depending on what ideas we have for them, if they fit and depending on how the community views them. The Obsession mechanic hasn't had many updates so far, so it is possible more changes will come for them.
Question: Out of curiosity, What has been the general reaction to the new decisive strike changes?Question: Out of curiosity, What has been the general reaction to the new decisive strike changes?
Horvath: There have been a lot of emotions, I believe there have been more than a few people who have wanted DS changes and even more who are unsure whether they like or dislike the changes. I am personally excited to see what happens when it is released.
Question: Has it been asked yet if the DS timer will continue to count if BT is applied? I'm assuming both timers will run simultaneously?
Horvath: I am not 100% sure, they should be both running simultaneously imo.
Question: Does the 60 Second timer introduced with the rework still run when in the dying state? Meaning can a killer just slug the suspected DS user to wait the DS out?
Horvath: Absolutely, from what I've gathered from the community feedback so far and internal talk, there may be some slug metas incoming, and obviously anti slugging perks will probably come out to play as well. time will tell though
Question: So you can no longer save DS? once you miss it, it's a wrap right?
Horvath: If you succeed or fail the skill check it's gone. But if you let the skillcheck go by it will be active again when you are unhooked the next time
Question: Why does DS have to make the survivor the obsession? Am I missing something?
Horvath: We thought it would be an interaction that the players would enjoy, it was not necessary.
Question: Is the timer still something that BHVR will be looking into? DS's effective time zone seems incredibly small as of right now and easily countered by simply slugging for a minute.
Horvath: Timer can be subject to change, it will be 40/50/60 seconds on the PTB though for you guys to try it out and offer your feedback
"Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed."
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/741394#Comment_741394
This would definitely work to be honest! Just one thing, nothing huge!
Now, how would tell the difference between someone who wants to ruin the game and someone who is new to the game?
The way I see it, the answer would lie in consistency.
A new player isn't going to necessarily consistently get themselves killed because they tried to jump off the hook. Someone who has a ragequitting/griefing problem, however, is far more likely to get themselves killed ASAP, whether it be to move on to the next game or to screw over their "teammates" as quickly as possible. Such a discrepancy would be made apparent either in the Survivors reporting them for griefing or even just overall stat tracking (especially when you also take player rank into account).
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/741359#Comment_741359
That's what I was worried about:
It's going to be very difficult to find the right frequency for everyone. :(
Alternate solution: Change how kobeing works to make it harder to deliberately die on the hook without being super blatant about your intentions.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/741339#Comment_741339
What frequency do you think would be fair to everyone?
The same as whatever is considered a non-punishable frequency of DCing?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/741317#Comment_741317
There's a difference:
There are going to be people who DC just because they got outplayed.
There are going to be people who DC just because the killer is a Prayer Beads Spirit.
While I agree players should be responsible for their actions, you can't force players to play against something. If DCing gets out of hand and we Up The Ante on DC punishments, what's going to stop people suiciding on the hook?
You can't punish people who suicide on the hook because there are many variables to consider:
- Did they lag?
- Was it a new player?
I don't think it would hurt if both sides got their OP stuff taken away for the better of the game in my opinion. :)
"You can't punish people who suicide on the hook because there are many variables to consider:"
I think the only variable you need to consider is how often it happens. I can't imagine a scenario where someone frequently kills themself on hook for a reason other than wanting to ragequit without actually DCing.
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I disagree about hook suiciding not being punishable. I think if it happens at a rate comparable to that of punishable levels of DCing, it can probably be noticed through reports by salty Survivors for unsportsmanlike conduct.
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Pig and Legion.
Good luck getting those traps off when you are constantly having Deep Wound applied to you.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/738758#Comment_738758
Do you like situation like now when the only difference between survivors is size, voice, skin?
Not really, but it's too late to implement that now.
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@Todgeweiht said:
Then, how are the devs supposed to make money out of cosmetics?
I mean, I've seen F2P games that let you grind premium currency for free, and this isn't even F2P.
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As always, everything I write is just my opinion.
-I've never been in favor of reducing the RBT timers whenever a gen is completed. Good Survivors just 99 gens and ignore it; bad Survivors power through it and significantly raise the chances of the Trapped Survivor dying, which is not what we want.
-Gaining a notification when a Survivor removes a Trap is interesting. I kinda like it.
-RSN2 Base Kit and First Box auto-fail are ideas I can get behind, but I'm not sure I'd put them together. I'm more likely to go with option #2.
EDIT: -I don't think the removal of Great Skill Checks from Boxes really fixes the problem of the Skill Check add-ons, but I still like the idea in a vacuum.
Add-ons:
Workshop Grease - Not a fan. It is still just as bad as the old one.
Combat Straps - This seems fine.
Utility Blades - I would change this one, as it is still a trash add-on IMO.
Razor Wires - Same as Workshop Grease. In addition, using this along with Grease makes Boxes punishing for newer players (while still being pretty useless against good players), which is not a good idea IMO.
Face Mask - See Utility Blades.
EDIT: Small Box of Gears - This is almost as good as Crate of Gears currently is. I don't believe the Gear add-ons need to be much stronger than this one.
Poisonous Venom - This is a weird one for me. On the one hand, it is actually a very noticeable penalty for trapped Survivors because they are a massively sitting duck while searching boxes. On the other hand, this really makes you want to hunt them down hardcore because not doing that makes the add-on pretty pointless (the same problem the add-ons that penalize trapped Survivors tend to have). Not sure I am a fan, but at least it is the best RBT penalty add-on for sure.
Slow-Release Toxin: See Utility Blades/Face Mask.
Rusty Attachment: This would maaaaaaybe be slightly less bad than Blades/Mask/Toxin if Sloppy Butcher didn't exist.
Interlocking Razor: See Razor Wire.
Bag of Gears: I
think I am okay with this? The big question is if this is OP with Crate of Gears.Your values for increasing the search time are way too high IMO.EDIT: Crate of Gears -13 extra seconds is OUTRAGEOUS. Those Survivors are never getting their traps off. Idk if you meant 1.3, but I doubt it because that would make it weaker than the current Crate. I'd just leave this perk alone, personally.
Jigsaw's Sketch -
I'm not sure this needed to be straight buffed. More likely, I'd be on-board with Sketch having two extra boxes + the moderately increased timer and Annotated Plan having just one extra box and no increased timer.Just as an FYI, "moderately" only increases the timer on Annotated Sketch by 15 seconds. Though I guess 30 is fine with 7 boxes total or with 6 boxes plus a free add-on slot. I am fine with this.Amanda's Secret -
Don't believe this is worth the add-on. Considering Wraith has an add-on that just lets him see the aura intensity of gens with no penalty, I don't see why Pig can't have the same. Beyond that, I don't think seeing the Death Timers is worth losing the Box Auras. If it were my call, I'd make seeing the Death Timers a Rare add-on at best with no downside.Sure, why not.Cassette Tape -
Interesting idea, though I worry it becomes suuuper strong when paired with Video Tape or John's Medical File, as depending on the numbers, you can potentially just use this as a way more maneuverable Demogorgon Shred and effectively guarantee hits. Maybe I am overthinking it, though.I think this is fine power-wise if it does not stack, though it creates a weird inconsistency with Video Tape/Medical File's abilities to stack.Rules Set No. 2 -
I think this is fine? Not sure if the distance is a little too low.This seems like a good add-on.Amanda's Letter -
I would remove the downsides of this add-on. I don't think it needs them, and it doesn't raise the chances of guaranteeing a Survivor death (via sitting in front of a Box so they can't search it) to 50.New idea for Letter is definitely interesting. Idk if it needed to have aura reading plus more upside, but I am not against it, as the aura reading by itself is pretty niche. -
Withering Morale
"Every 10 seconds one or more Survivors remain in the Dying State, Withering Morale gains a Token, up to a maximum of 6/8/10 Tokens.
Survivors get a 5% action speed penalty for each Token.
You lose all tokens when a Survivor in the Dying State is hooked, killed, or healed."
No idea if numbers are balanced or not.
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@GH0ST3D said:
https://forum.deadbydaylight.com/en/discussion/comment/740189#Comment_740189
Well then you apparently don't get the point. Your only validation for Franklin's Demise is to combat genrushing and I told you 10 other perks that do the same thing.
Again, telling me 10 other perks that also combat genrushing doesn't invalidate Demise as another.
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@GH0ST3D said:
https://forum.deadbydaylight.com/en/discussion/comment/740147#Comment_740147
Thanatophobia, Ruin, Dying Light, Discordance, hell even Tinkerer, Overcharge, Huntress Lullaby, Corrupt Intervention, Thrilling Tremors(as long as they aren't on the gen ik) and Surge all can combat genrushing. Like seriously that's 10 perks. Besides toolboxes survivors have maybe 5 and that's if you want to count This is not happening and Stake Out. Otherwise it's just Leader, Prove Thyself, and Resilience but you have to be injured with that one.
Listing other perks that can combat genrushing doesn't really invalidate Franklin's Demise as a way to fight against toolboxes.
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@GH0ST3D said:
https://forum.deadbydaylight.com/en/discussion/comment/740121#Comment_740121
I mean why else would you need it. I never had a problem with items as killer.
To...combat genrushing via toolboxes?