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Tekno_Badger

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  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454175#Comment_2454175

    I already explained the problem with exhaustion perks & addons, you're just choosing to be ignorant so you don't have to acknowledge you're wrong.

    By the time Tinkerer is going off, everyone's toolboxes have run out. Even if 2 gens give the notification at once, the killer still gets to harass the more high-priority gen. It's free information all game.

    None of those things counter pop. Blast mine just delays the kick for 5 seconds. Repressed Alliance is counter-intuitive because it also prevents completion. Spreading out on gens is just what people do every game, that's the condition the killer expects to see when they enter the match.

    Starstruck isn't meant to affect the whole team, it's meant to screw over the closest guy and it does that extremely well. They either leave their generator to be popped or they get one-shot.

    Prove Thyself is a 40-second generator. Even if you kick that generator, Dwight is still gonna be doing 40-second gens all game. You'll have to break chase every 2 seconds to police this perk.

    "Win the game" isn't counterplay to Adrenaline. If that's your standard, me unplugging my computer is counterplay.

    Breakout is an awesome perk that has perfect synergy with Saboteur and Soul Guard. The killer doesn't get any input, it's pure fortune if they get to the hook in time.

    I'm so done with you. I play in competitive leagues, and I promise you everything I just listed is exactly how those perks are countered, besides Blast Mine, which is more of a pubs thing Just because you don't understand them or make use of them doesn't negate that

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454182#Comment_2454182

    I am quite terrible, and am surely part of the bad killer 'problem.'

    Do you think that I do not deserve a second chance perk that can be removed to help me get some additional downs/points at the end of the game because I blew my first chance...thus facilitating the need for a second chance?

    What about I run Rancor and mori the obsession without hooking them - Is that also carrying me?

    Rancor works for 1 survivor. NOED works for all 4. And no, you don't deserve to be carried by a perk. No Way Out is a 2nd chance, Rancor is a 2nd chance. You don't deserve a free pass to kill people just because you aren't playing well. NOED is a huge problem, and requiring 6 Hook Stages easily solves its issues. If you can't get those then you should probably not be at that rank

  • Exactly. It's not like survivors run anything other than BT, DS, Unbreakable

  • @MrCalac123 said:

    Do the totems. No, shhhh, don't say anything. Do the totems.

    I'm a killer main, and I think this argument is stupid. Yeah just run around the map and do the equivalent of a 6th generator so the baby killer doesn't use an unhealthy crutch perk to camp someone out at End Game. No, just require 6 Hook States to activate it, pretty simple

  • @C3Tooth said:

    I like how many people miss OP's main point.

    As a Noed user, Noed is fine because I play low Tier Killer with no Gen slowdown, plus no camping/tunneling.

    However, Noed isnt fine when Killer tunnel one out then down second survivor with Noed and camp him. Make it 2k no effort.

    Exactly. So many people use noed as a crutch and they ruin 1 or 2 survivors games when they did absolutely nothing to deserve it besides equip the perk.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454151#Comment_2454151

    second wind/ push through it, lol, i dont know how many times where it just dosent have any use

    I can't stand it when I get BT and Second Wind just heals the deep wound lol

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454142#Comment_2454142

    Suggestions like this are a fine way to negate its intended purpose as a power boost/second chance perk during the killer's weakest portion of the game.

    Like most second chance perks in the game, being 'thoroughly outplayed' isn't something that should have bearing on its activation conditions.

    If you can't get 6 hook stages by end game, then you don't have a leg to stand on. NOED shouldn't be designed to carry bad players, and this is an easy fix that works just fine. It's 6 hook stages, not even just 6 hooks. If you can't get that and you use noed, you're likely part of the problem

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454127#Comment_2454127

    I'm not clinging to lucky break, you keep bringing it up LMAO. But let me break down everything I listed because you seem to be having a hard time with reasoning.

    Lucky Break is a one-time use perk. Sloppy doesn't affect it at all, if anything Lucky Break just disables Sloppy for a minute

    Exhaustion has no counter, even if the killer starts a chase while I'm affected by Mindbreaker, my exhaustion timer will run out as soon as I turn a corner and stop to see which way the killer's coming. Same with every exhaustion addon. They don't last long enough. The only good exhaustion addon was Clown's and they removed it from the game entirely.

    Discordance has no counter, you can't tell the killer has it and it's not affected by Distortion

    Alert/Bond/Dark Sense/Empathy/Kindred have no counterplay unless Third Seal is active. They're free information. Blindness addons are generally bad because they're activated in-chase when auras don't matter.

    Bamboozle has no counter, you simply have to leave the loop. The chase isn't over, but you're not getting any more use out of that tile for a while.

    Deliverance has no counter, the killer can't possibly know you have it. It's pure luck whether he hooks you first.

    Corrupt Intervention has no counter, you simply cannot do those gens for 2 minutes and have to work in the killer's zone-of-control

    Tinkerer has no counter, the killer will always know what gens are nearing completion for the entire trial

    Lethal Persuer can potentially be countered by Distortion, I forgot about that one.

    PGTW has no counter, the killer simply gets free regression every time someone is hooked

    Starstruck has no counter, if you try to play around it you'll be running around like a chicken with its head cut off. Either you're exposed or you're making no objective progress. Either way, the killer gets value out of the perk.

    Prove Thyself has no counter. Gens will simply go by a bit faster.

    Adrenaline has no counter. The survivor will heal and get a speed boost at endgame unless they're already dead

    Breakout has no counter, the killer just has to hope for a hook in time

    Exhaustion has Exhaustion add-ons and perks

    Lethal can also be countered by Object

    Tinkerer can easily be countered by spreading out on gens, and by using toolboxes for the last 30%.

    Pop can be countered by Repressed, Blast Mine, or just be spreading out on gens

    Starstruck can EASILY be countered by staying spread out, and it's laughable that you think otherwise. Maybe 1 survivor gets Exposed, and if they all stay spread out the killer gets maybe 20 seconds of a chase that the survivor dictates the starting point of to get a hit

    Prove Thy is countered by Discordance and slowdown perks

    Adrenaline has a counter, just don't let all the gens get done. Ranged attacks also counter it

    Breakout is weak af, and if you want to nitpick it can be countered by P Head and slugging



    Do you want to keep doing this, because I'm not the 1st to disprove one of your "uncounterable" perks lists here

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454135#Comment_2454135

    yeah the majority of time if you use it the killer just gets u down, i think making it a true anti tunnel perk would be good

    Which one? Lol

  • Noed is not fine, bad killers use it as a crutch and it spoils games even if the survivors thoroughly outplayed them. The best way to fix this is to only activate it if 6 Hook Stages were achieved

  • What I had for Babysitter instead of the Exhaustion bit was that the Unhooked survivor received 5% Haste for the 15s

    For Camaraderie, I'd make it activate for 16/18/20s for both Hook Stages, and give both survivors a buff icon in the bottom in case they're not on comms

    For Second Wind, your changes make it stronger than Jill's perk, so I would change it instead to heal to full health even if in Deep Wound, and to heal to Injured if in the Dying State.


    Your changes are pretty good though, I like them

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454106#Comment_2454106

    ?????

    You made up a bunch of non-counters to lucky break, did you expect me not to reply?

    Just stop embarrassing yourself

    Literally everything you've ever mentioned has been countered, besides Lucky Break, and you're clinging to it like you have a point. And Mangled does counter it, because you have to heal fast if you want to use it again. Plague and Nemesis also counter it, but you skipped right over that part. You're like an arrogant brick wall, there's no point on bothering with you

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453847#Comment_2453847

    You realized you can't defend your point and are now saving face

    Dude, people have already replied to you with countless ways of counterplay, I just gave you some more, and you're still just ignoring those and saying LuCkY bReAk tho

  • Easiest way to fix it is just require 6 Hook States to activate it. No more NOED crutch, still a strong perk

  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453970#Comment_2453970

    Im rank 18 and win just fine against survivors and often get 4ks or at least three when I play seriously. Also, by imbalance you mean the killers have favor/ advantage right? Because even with SWF I have been tracking our matches for a few different reasons. But I we were able to play 13 matched today. My BF is rank 2 survivor, I am rank 6, a little less good, and the friends are rank 4 and rank 7. So we are a decent bunch together. Due to tunneling mostly, we won 4 and lost 9... wheres the balance? And 3 of those games were pure tunneling/ camping. Seems decently balance without the unnecessary actions.

    Idk about lower ranks, but at red ranks, SWFs can bully killers. Any high-level player, especially one with a comp DBD background will tell you this game is survivor sided. The problem is that solo queue < killer < SWF, and the devs don't care about 12-hooking so they haven't incorporated that into their stats. Survivors don't slow down on gens so it's not like killers can slow down with killing people. Tunneling and camping is necessary at times, unfortunately. That's the devs' fault, not killers'.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453968#Comment_2453968

    I'm a killer main and think NOED is a healthy perk.

    The devs opinions aren't valid? They literally have all the statistical data for 5 years worth of gameplay across multiple platforms. NOED is one of the most altered perks in this game in part due to public discourse about the perk.

    There are 5 totems in every match. At base speed they take 14 seconds to cleanse and doing all 5 is 70s not counting travel and search time. Now that's at base and you have a team of 4 people with 16 perk slots between them. Factor in Small Game, Counterforce, Detective's Hunch and you can cut down search times and/or cleansing times considerable even if you only run one them. Rainbow maps work as well for tracking.

    So you mean to tell me between all of that it is still too much work to do bones? Give me break. Counterforce speeds up your cleansing ability by a stacking 20% every time you cleanse a totem and points out a new totem to cleanse. That alone means the amount of time invested into breaking totems drops significantly as you move through them. Short of being chased by the killer there is no reason not to stop and do bones when you see them. Even then killer can't chase more than one person so that means the other three have plenty of opportunity to enter the bone zone for a few seconds.

    Their statistics are kill rate. Kill rate has nothing to do with toxicity or player enjoyment. Their statistics would lead them to think Pig is stronger than Nurse

  • I think the timer should just be 5s. It's unfair that you can complete other actions before it runs out, but having it drain while sprinting can be exploited by chasing a survivor and not letting them mend

  • Tunneling and camping isn't done to ruin your experience, it's done to win, because the devs won't balance the game around 12-hooking

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453869#Comment_2453869

    That's not a solution. That's you not wanting to deal with the reality that you might need to take a few seconds to take apart a pile of bones. Just because you don't want to do the work doesn't mean it is a crutch. If you've got to the point in the game where NOED is an issue just get out the door.

    This is moot anyway as the devs have said many times that they have no plans to touch NOED anymore. Their data says it is in a healthy place and unless that changes substantially there are more important things to work on.

    I'm a killer main and even I agree NOED isn't a healthy perk. The devs ignore the community, who actually play the game, so their opinions aren't exactly valid. And it doesn't take "a few seconds", cleansing all those Totems is the equivalent of another generator. NOED becomes a lot less toxic when it has to be earned like Devour

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453904#Comment_2453904

    I am already running out of blades, reducing it further while also increasing laceration is quite a big nerf.

    Base 4.8 speed when no blades would be too fast in my opinion. The META would be to just go without knives and m1 people.

    It's the same as 1 PWYF stack, which isnt that good. I'll up the number of knives though, thanks. I think the best way to increase map pressure is to increase movement speed in low-leverage situations, like when Trickster needs to reload.

  • I like some of yours, but what do you think of these?

    Change Frenzy fatigue add-ons to reduce Frenzy fatigue by 10, 20, and 30%. This effect should be multiplicative. For example, if Frenzy is reduced to 2.4s by Cold Dirt, then 2 Slashes would reduce it to 2.112s for that Frenzy.

    Change the Frenzy duration add-ons to 10, 20 and 30%.

    Buff the Ruler add-ons to 2 and 4s.

    Buff the Blade add-ons to 2 and 4s.

    Change Frank’s Mix Tape to increase movement speed by 0.6m/s during Frenzy.

    Change Susie's Mix Tape to increase movement speed by 0.4m/s during Frenzy.

    Change Never-Sleep Pills to show Pools of Blood and Scratch Marks during a Frenzy.

    Change Stab Wounds Study to inflict Exhaustion on survivors for 30s when Slashed. It should be longer here than with other add-ons since Legion often leaves the survivor immediately after Slashing.

    Buff Iridescent Button to also increase Vaulting speed (Pallets and Windows) by 20%.

    Buff Fuming Mixtape to also show the Auras of all survivors working on generators or totems during a Frenzy

  • Here's my changes for Trickster, let me know your thoughts:

    Rework Showstopper:

    • Make the Laceration Meter fill with 7 blades.
    • Reduce blade capacity to 35 blades.
    • Change the blade capacity at which movement speed reaches 3.68m/s to 20 blades.
    • Make Main Event an Active Ability that can be held onto.
    • Allow Trickster to exit the throwing state during Main Event, without cancelling Main Event.
    • Increase Main Event duration to 20s.
    • Increase Main Event activation charges to 35 blades.

    Buff his map pressure:

    • Increase base movement speed to 4.6m/s.
    • Like with Huntress, better locker spacing would help.
    • Increase base movement speed to 4.8m/s when below 10 blades

    Rework add-ons:

    • Change Diamond Cufflinks to reveal Survivors for a stackable 2s for each knife they are hit with.
    • Change Iridescent Photo Card to only expose survivors whose Laceration Meters are 1 Blade Hit away from the maximum.
    • Change Death Throes Compilation to also reduce the Laceration Meter by 1 blade
  • I like add-ons, it creates more variety. Killers shouldn't be so reliant on them though, I agree. And keep in mind that add-ons are necessary against high-level teams, especially if you're not a Nurse or Spirit

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453856#Comment_2453856

    Just because it's boring doesn't mean you shouldn't do it. That's like saying doing gens is boring so I don't do them. You want to survive? Do your dang bones! Besides you have so many perks as a survivor that exist just to make bones easier to find and faster to do. It literally can't get any easier at this point. Do your bones, get your bp, and noed will not be an issue.

    Or, you could just require 6 Hook States to activate NOED. Easy solution. It stays strong and bad killers can't just use it as a crutch

  • Idk about this. I went with an idea based on Otz's slowdown change ideas.

    RUIN

    • Continue to regress gens at 40/60/80% when the Totem is cleansed. This prevents Pop from being used

    POP GOES THE WEASEL

    • Reduce to 20% and make all standard kicks (even without Pop equipped) take 5% off.

    CORRUPT INTERVENTION

    • Block 3 furthest gens for 120/140/160s, then unblock the closest one, and do this again every 30/35/40s.
    • Reduce all regression by 50% while Corrupt Intervention is active (Pop = 10%, kick = 2.5%, Ruin = 100% speed, etc.)

    SURGE

    • Increase to 8/9/10% and 40m
    • Only take 4/4.5/5% if the gen is regressing due to other perks like Ruin or Pop
    • Reduce cooldown to 20s. Pop has no cooldown, Surge shouldn't have a long one

    ERUPTION

    • Increase to 8% and remove cooldown
    • Do not activate Eruption on generators that are regressed due to other perks (for example, when kicking a generator with Pop, Eruption will not highlight it)

    OPPRESSION

    • Damage all generators instead of 3
    • Note that this would take 5% off all gens with the changes seen under Pop
  • That's such an unrealistic goal for solo queue, and besides that it's just boring

  • Just make it activate only if 6 Hook States were achieved. You don't deserve it if you can't get that far anyway. It stops people from using it as a crutch

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2452021#Comment_2452021

    While that would be the most simple thing to do, I don’t think that would entirely address his issues. He would still have the problem of having a limited amount of tier-ups and lackluster map pressure. And although players should be able to get out of EWI relatively quickly, if unchanged, it would remain a useless— and detrimental mechanic that doesn’t serve much of a purpose and actually makes Myers worse to play. After tiering-up Evil Within I can’t be used again.

    Myers’ big issue IMO is that Evil Within I and Evil Within II are basically useless and leave him without a power for a majority of the game. Changing that so that Evil Within I is the baseline and that Evil Within II gives him additional map pressure as well as his Undetectable effect that can be used freely allows for more diverse play.

    I agree, but I'm trying to find something the devs might realistically do. Tier 1 isn't that bad if stalking goes faster, and stalk point reserves could be uncapped

  • @SeannyD115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451992#Comment_2451992

    It could have conditions on it so you could not abuse it with undetectable. I mainly wanted it for m1 killers with no map pressure

    Here's what I have:

    PREDATOR

    You move 6/7/8% faster when not in chase, not using your power, and not carrying a survivor. Scratch Marks remain 3 seconds longer and more of them spawn.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2452337#Comment_2452337

    There are 4 addons in the entire game that cause exhaustion, and only one of them is reliable. Mindbreaker is a pile of garbage so don't come at me with that.

    The only reliable blindness is Third Seal and that's a hex perk. Blindness addons are always insignificant and too short-lived to help (baby teeth, kerosene can)

    How the hell do Bloodhound, Sloppy, or Mangled addons counter Lucky Break? It completely disables those things. Plague and Nemesis' infections add sounds, but they don't have anything that'll magically bring back scratch marks and pools of blood. Did you even read the perk description before you posted?

    You're just saltposting over Iron Will and strawmanning perks.

    Yknow, I don't have it in me to argue this. People still make injured noises, mangled slows down healing, mindbreaker isn't useless, there's plenty of exhaustion add-ons, 3rd seal sucks lmao. There's counters to everything, and you ignored everyone's arguments

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2452044#Comment_2452044

    I named like 20 on page 1

    What is with all these people that don't read

    And you were incorrect on all of them except Blast Mine, which is only a minor inconvenience and can still technically be countered by Surge.

    There's literally perks and add-ons that cause Exhaustion.

    There are anti-aura perks to combat those.

    Lucky Break is countered by Plague, The Nemesis, Bloodhound, Sloppy, Mangled add-ons...

    Should I go on? Quit being arrogant and condescending when you don't even have an argument to stand on

  • I like your ideas, these are solid. I'm working on a full-scale rework Google Doc for DBD, would love your input, since you seem invested in this sort of thing. You can't edit but you can leave comments anywhere on it

    https://docs.google.com/document/d/1nUxBRomb77siSwDWkoD6fDjIbfiWKOU6uKLjS58MV34/edit?usp=drivesdk

  • @IrishRedCap said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451990#Comment_2451990

    Because of automatic obsession I could see that being a decent work around. 2 hidden, 2 revealed base kit early game. It would bring some flavor to the game if they added it.

    Exactly, and it gets rid of the issue where you check the wrong gen and one pops across the map. Spawns are a big problem for genrushing

  • @Snowbawlzzz said:

    There are a million perks that don't have counterplay, tired of salty killers trying to turn this perk into c-tier garbage

    Name literally any strong perks without counterplay.

    Iron Will shouldn't cancel breathing sounds, maybe reduce by 50%

  • I think the simplest thing to do is just make him stalk faster, make the meter update more accurately, and make him go wild in Tier 3 (faster kicking, vaulting, stun recovery, and further increased lunge)

  • I love this idea, I actually suggested it for a Predator rework. It shouldn't work when using your power or Undetectable though, otherwise it'd break some killers/perks

  • Easiest way to fix this is spawn survivors in pairs and reveal the Obsession's spawn location. Removes a lot of the RNG and balances initial gen speeds (4 on 1 gen or each on a different gen is brutal)

  • Easiest way to do this is make Exit Gates regress when left idle and not fully opened

  • There is nothing wrong with Tinkerer. Keep your eyes open and/or play with friends like the majority of players. Survivor voice chat really should be added though. Having detection perks helps new killers

  • Red Stain and Scratch Marks are like the only healthy mechanics in this game

  • You don't think it is fair when you lose, even though there are a variety of anti-tunnel perks?

    If the devs want to further punish tunneling, gen speeds need to be slowed

  • He literally has no chase power, just speedy stealth. Practice looping and you'll be fine. The majority of killers in this game can't handle SWFs already, only Spirit truly needs a nerf

  • I want to see 2 health chapters where they balance all the perks and killers, and work on performance, QoL, and bugs. That's all we need, they need to stop pushing out content when they still have so much old content to fix. I'm tired of their get-paid-and-ignore-it-afterwards attitude. They also largely ignore their community that plays this game far more than them.

  • This wouldn't be very strong either unfortunately, Brutal or Bamboozle would still be far better.

    Change it to gain a Token for each Unhook, up to 6 Tokens, and perhaps to 3/4/5% per Token. It wouldn't reach full power till at least halfway through the match, but would be better than similar perks once it gets there.

  • You must be joking. Pig is one of the weakest killers in the game. Her Ambush is nearly useless, her stealth movement is incredibly slow and the sheath sound gives her away anyway, and the traps are heavily RNG-reliant. If you can loop even decently she struggles

  • I love the mangled idea for the cages, but besides that just allow him to exit his power slightly faster, make the ranged attack go up/down inclines like stairs, and rework his add-ons. This is what I had for add-ons:

    Change Scarlet Egg to both reveal survivors' Auras and highlight them with Killer Instinct while they walk or run through his trails and for 5s after.

    Change Rust-Coloured Egg to reveal all survivors’ Auras for 5s after sending a survivor to a Cage of Atonement or using Final Judgement.

    Buff Lost Memories Book to 60s and add Blindness too.

    Change Punishment range add-ons to 0.75, 1.5, and 2.25m respectively. This reduces the need to run two of these add-ons together.

    Change Crimson Ceremony Book to increase Punishment range by 3m.

    Change Obsidian Goblet to make the Executioner become Undetectable for 20s after using Final Judgement or sending a survivor to a Cage of Atonement.

    Change Iridescent Seal of Metatron to inflict the Exposed Status Effect for 60s on any survivor who rescues a survivor from a Cage of Atonement. mlMake the rescuer scream and reveal their Aura for 5s.

  • I think he just needs some faster stalking, especially in Tier 1, have the meter update more accurately, and buff his action speeds (stun recovery, kicking, vaulting, etc.) in Tier 3.

  • I think duration needs to go up to 12 seconds, survivors spreading out is a problem. Some of the add-ons seem interesting though I don't think Smiley Face should change. Mending add-ons should be changed to movement speed add-ons.

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