Top_Secret_117
Top_Secret_117
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@[Deleted User] said:
Autodidact
After Healing a Survivor for a total of 55%/44%/33% of a Health-state, Autodidact activates.
You're faced with a rapid sequence of skill-checks (10), each skill-check adds 5% to healing progress and there is no penalty for missing them.
You do not receive Normal skill-checks during this time, and Autodidact resets whenever you stop Healing a Survivor.
Autodidact does not work with Self-Healing or when using a Med-Kit.
Ive updated the main post to include your contribution of the perk description, as well as fixed some grammer mistakes and added a few balancing points in the main post for newcommers to this thread. Lets get some hype for this, if you like the sounds of new Auto Didact say something and maybe throw your two cents in I dont want to see this die and thanks again konrad for the help!
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@BoopMySNOOOOOT said:
I really enjoyed your input and think you have something there! I think there was a little misunderstanding though and considering how all over the place my post was I can't blame you. So in the endgame you're saying you'd be concerned because the gen could be easily camped. That would not be the case. Let me explain a little better.
In the end game, all Gens are completed and the killer activates this perk then the effected generator becomes damaged again and starts regressing. HOWEVER (this is the fair an balanced part of this perk), the last 2 gens keep whatever progress they were at when the last gen was completed. So out of the last three gens remaining let's say the other two gens were at 25% completed and 70% completed then they would become available to work on again at those exact percentages.
Normally (at least I think) when the last Gen is done all gens automatically become completed and you can open the gate. However if this perk was active those Gens would Lock while the gates can be opened but unlock once a Gen has been damaged through Dead Man's Switch. The fact that if you were working on one of the last three gens in the map that didn't pop and power the gates and you see that it's still at the 25% animation would be a clear indicator the killer is running this perk and it might be worth while to stay by your gen to complete it.
Honestly this perk is only meant to change up the end game and maybe give the killer another 15-30 seconds to apply some pressure. If used correctly in some scenario's it may be a lot more effective. I'd just like a different alternative to NOED.
Ok I understand your idea for dead mans switch a little better now thanks for clarifying. So the objective is a somewhat different alternative to noed, that changes up end game with 15-30 seconds of free pressure, I think the easy solution that keeps it interesting and suprising is that we just have the last gen completed paused for the 45 seconds, both parties unable to interupt the entities grasp on its progress
But when the times up gen finishes and gates are available. Now of course, the other 2 gens that were remaining can still be finished, giving the survivors a fair chance aswell as the killer and easy time and free pressure for a short duration. survs could allways hide for the duration, so killer would still have to patrol gates if not in active chase, and its not skill less like noed where you still have to earn your value.
Thoughts?
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If someone wants to dc they will still do it theres no stopping them unfortunately
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This perk needs to be toggleable at the very least, I think we can all agree on that.
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I agree that wraith is too strong for his overly simple mechanics. Needs to have more skill, he can still be destroyed by top tier survivors but thats never the comparison you should go with, since all killers can be destroyed by them aswell. Wraiths rework put him in a much worse spot in terms of game health
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As someone who uses spies almost every game from every killer its allready really strong where its at, and has been reworked once in the past allready. I think they nailed it. These changes you suggest would change it from an awareness perk to an info perk, it would rival bbq in being meta.
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I think even just the current gestures that are in game while healthy would be cool. Just make them more exaggerated while in the dying state, and maybe a little limp or lifeless, like a slow raise of one hand to point a limp wrist and finger ahead of you and then it suddenly falls and your characters animation slowly resets, before you can use another emote.
Maybe instead of the becon wave towards self they currently have, you reach your whole hand out or up signaling for help before it suddenly drops to the ground again
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2417532#Comment_2417532
To address your initial point...
Yhea, im not to happy about any buffs to heal speed no matter how small. The game is already imbalanced as it is, no need to shave off even more seconds off the killers clock.
Autodidact is the least of your worries here. My best guess is that currently, on average, it actually gives the killer a couple of extra seconds, since it takes a lot of skill checks before Autodidact compensates for its initial slow-down, requiring 5 skillchecks to break into a positive. And that positive ends up still underperforming compared to Botany Knowledge, as it only hits 25% compared to Botany's 33%. Keep in mind that Botany also improves med kit performance, and Desperate Measures also increases unhook speed, and both of those work with Self-care.
We'll Make It grants 100% heal speed increase for unhooking someone, lasting 90 seconds, and it doesn't disallow the usage of medkits, which neither of the other two do, either.
And the biggest bonus to balancing in regards to an Autodidact buff is that it, uniquely, gives diminishing returns when stacked with other heal-speed boosting perks. The more you increase your heal speed via other perks, the less value Autodidact's skill checks give.
So in regards to overall heal speed, Autodidact still has a VERY long way to go before it can make any kind of impact on maximum or even overall healing speed for survivors.
This man gets it. I just want a reliable perk that can be used on its own for healing, I think auto is fine where its at. You still get value as long as you still get skill checks. Its not gonna break the game as any number of combos of healing would be better as firellius has pointed out. So let it be the single healing perk for those who want 3 perks for other means. Just give it this quality of life update, and leave any other mager changes to new healing perks. Thanks for the input totally agree with this post
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This is definitely a unique idea, and a fun one at that. But not without its flaws. I think it would need some kind of a defined aura like a Bright blue gen. keep it less confusing and suprising to survivors who otherwise might just see there gen count go from 2 to 3 gens left and not know which gen was done, maybe they never even worked that gen, it could get confusing fast.
When it comes to all gens having been completed instead of interrupting survivors on gates etc when you kick a gen, perhaps as soon as the last gen pops if you havent used the perk yet, 1 of the first 3 gens completed at random gets damaged automatically.
When the survs finish the last gen before dead mans has been used, instead of immediately triggering the gates to be opened , the gen pops and a new evil sound effect or loud machinery being damaged sound effect plays, and the gens remaining count slowly fades from zero back to 1
now im not sure how I feel about only 1 gen left, sure its almost finished with the tiers you posted, but only 1 gen could easily be camped. So as a second thought to this whole thing Id recommend one of two changes
spawn a second gen of greatest distance between the 1st gen and other completed gens if the perk is not used by endgame
or
when the last gen should be completed, the entity blocks it for dead mans original value, one use per game. thats it once the entity unblocks the gen, it gets finished no matter what, it essentially just buys you 45 seconds at the end of the game, if no other gens are finished
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what if you could press a secondary action button and reveal your aura to the killer for 10 seconds, getting 1 token back afterwards, that went on a cooldown for like 20 or 30 seconds so they cant just spamit when they know the killer is far, gives the killer lots of info in return, and created an interesting distraction perk element too
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@Seraphor said:
Distortion doesn't need to gain tokens, or anything permanent. It already has a permanent effect in the info it gives you.
You use your 3 tokens to safely learn what aura reading abilities the killer has, then you can work around them or even counter them for the rest of the game.
One buff that would be useful however, is if it extended to other survivors within 4m, like Prove Thyself. That way it's not completely useless when you're being healed or co-op on a gen.
I would be inclined to disagree here, yes it has a permanent effect on the info it gives you, but sometimes that info is very limited or pointless. For example, you learn killer has bbq, but no lockers near you every time the killer hangs someone. well great you knew the killer had bbq all game, you could have figured that out on your own without it. theres gotta be a way to balance getting tokens back, without turning every survivor into snake from metal gear. I dont know the most fair way to balance it, but I would agree that the perk needs a cooldown or a way to get tokens back.
maybe if it is just meant to be a permanent info perk, then when a perk is revealed, prevent it from using tokens on that said perk or leave an on screen warning incase someone missed it mid chase or something
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@[Deleted User] said:
Autodidact
After Healing a Survivor for a total of 55%/44%/33% of a Health-state, Autodidact activates.
You're faced with a rapid sequence of skill-checks (10), each skill-check adds 5% to healing progress and there is no penalty for missing them.
You do not receive Normal skill-checks during this time, and Autodidact resets whenever you stop Healing a Survivor.
Autodidact does not work with Self-Healing or when using a Med-Kit.
I for one love this idea. it has a lot of balancing questions but would still keep it interesting and fun.
I would miss the tokens and over all perk progression, but maybe theres a way to implement it still, like after healing a health state of another survivor with auto didact active regardless of how much healing was done ( since in your version it takes 33% heal anyways minimum) then you gain a token. start with only an additional 1% bonus speed per skillcheck in the skill chain, and once you hit 5 stacks, then you get the max of 5% per skill check.
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I for one at the very least love the idea of being abble to toggle my distortion on or off.
Too many games I get a token taken away from bbq, and know the killer has it now, and wouldnt be able to try my no aura build because bbq ate all the stacks. let me save them for when I want to use them, and maybe allow stacks to be toggled on while downed as a trade off, because afaIk it doesnt work when downed.
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technician was allready reworked but I agree with your points here. Maybe a more beginner friendly system that still requires focus.
for every skill check succeeded gain a stack to a max of 3 stacks. When you fail your next skillcheck a token will be consumed, causing the gen to not regress and to just pause normally. If you should run out of stacks, a penalty of 3% will apply to regression.
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@[Deleted User] said:
Autodidact
After Healing a Survivor for a total of 55%/44%/33% of a Health-state, Autodidact activates.
You're faced with a rapid sequence of skill-checks (10), each skill-check adds 5% to healing progress and there is no penalty for missing them.
You do not receive Normal skill-checks during this time, and Autodidact resets whenever you stop Healing a Survivor.
Autodidact does not work with Self-Healing or when using a Med-Kit.
Ok I actually really like this idea, it would give added benefit to comboing the perk and a satisfying use of the new skill chain mechanic.
do you think auto didact should stack? Or should it be deactivated aswell if someone started heals first while also using auto?
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2417852#Comment_2417852
Firstly ouch, please format blocks of text. At least space your points, geesh.
the perk allready starts you in negative for healing time thats not changing the perk at all or drastically.Unless you have calculated a specific value that would be the case, then no. Even assuming its not drastic, my former points still apply.
there should never be an excuse to change a perk regarding wasted time, especially for something as small as this, its better to try and fail and realisticly the only thing that takes time with these reworks is the idea itself and the balancing, which is what this aims to cover.Its a eye sore to read all this, but I think I understand what you mean. I disagree however, this doesn't help with the balance of the game at all.
Either its faster, previous point applies. Slower, previous point applies. Or it doesn't change anything and its not something that should be focused on.
as to the point of this being really inconsistant or insanely consistant, the whole idea is to make it reliable. the perk should not be a gamble to begin with it should be able to consistantly get 5 stacks by the end of the game if you play it right.I agree with this part then, it would be nice to make perks both feel better and constantly have a space to work in. With that being said, I don't think this should be a focus, as game balance is more important.
currently even if you play it right, there is NO GARUNTEE that you will even get a skillcheck. your perk that you have to bring on its own or its out valued anyways, isnt even garunteed to work.Ok.
thats what this aims to fix, while making it more enjoyable and balanced. auto is no where near op, if you bring jills perk resurgance and get healed by well make it, your heal time is 4 seconds.I know, and I don't claim its OP. Its just if X applies then Y issue occurs.
at 5 stacks, with auto didact, after your 7 skill check chain which takes about 3 or 4 seconds, you only get 65% progress. you still have 4 more seconds of healing. the perk ties inner strength for speed, but you cant use it on yourself. its out classed by any 2 other healing perk combos, and when combod in a full healing build, it doesnt help at all as the skill checks wont even finish before your finish your healing boosted from oother perks anyways.If it is that pointless then it is equally pointless to change it?
this perk is a nice healing perk in that it gives value without requiring extra perks, its rewarding and incentivising throughout the match without being too immideate. its a fun perk, that needs more love. If anything , adding a cooldown to the perk that prevents 5 stacks withing the first minute of the game is going to help killers anyways, but any auto didact gamer would take a garunteed skillcheck, over having to wait a bit to get the next stack, that much im certain of.Then there is a upside that helps it, and would conform to my previous point?
The thing is is doesn't matter if it is slower, faster, or the same, there is still a valid counter argument that is critical for this perk's justifications for being changed.
dude this is a forum not a editors office, I dont have as much time as you to do what youve done to make it less an eye sore, infact, your the first ive seen do it just to be petty like this. and your not understanding. this doesnt at all change the speed of healing why do you keep bringing this back up, you could comment on how the Eiffel tower is in france, youd be right, but its pointless. you can allready if lucky enough get all 5 stacks in game currently in less then 30 seconds. all healing values remain the same in these changes. were literally adding a cooldown that should not effect the abilty to get value, but rather too much value too soon, not changing anything, but how reliable the perk feels on both killer and survivor.
really wish I could get a less petty view on this, because at this point its just horrible to read.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2417549#Comment_2417549
It is still a valid concern with this perk too. With what you propose, it will either go faster or slower. If I were to really dig in a bit, I don't think this is a good idea.
For one, lower tier players will want to die and quit using this perk all together, better players who want optimized builds will still ignore "fun" or "useless" perks all together. Only the niche will use this perk after the rework, the devs already have other things to focus on as well. So this could really be more wasted time that could of been used on the more important or at least greater (in size) ideas.
Back to the previous however, if you change the perk so drastically as to make it negative in heal time, and change its mechanic, it will either heal faster or slower. If it heals slower then this is just not a good idea as its less effective, if faster then the above statement applies.
I only really see this being really inconsistent or insanely consistent completely based on the player in question. Considering its not in the game you can't do the math to see how much more effective or less effective this will be then the former unchanged perk.
the perk allready starts you in negative for healing time thats not changing the perk at all or drastically. there should never be an excuse to change a perk regarding wasted time, especially for something as small as this, its better to try and fail and realisticly the only thing that takes time with these reworks is the idea itself and the balancing, which is what this aims to cover. as to the point of this being really inconsistant or insanely consistant, the whole idea is to make it reliable. the perk should not be a gamble to begin with it should be able to consistantly get 5 stacks by the end of the game if you play it right. currently even if you play it right, there is NO GARUNTEE that you will even get a skillcheck. your perk that you have to bring on its own or its out valued anyways, isnt even garunteed to work. thats what this aims to fix, while making it more enjoyable and balanced. auto is no where near op, if you bring jills perk resurgance and get healed by well make it, your heal time is 4 seconds. at 5 stacks, with auto didact, after your 7 skill check chain which takes about 3 or 4 seconds, you only get 65% progress. you still have 4 more seconds of healing. the perk ties inner strength for speed, but you cant use it on yourself. its out classed by any 2 other healing perk combos, and when combod in a full healing build, it doesnt help at all as the skill checks wont even finish before your finish your healing boosted from oother perks anyways. this perk is a nice healing perk in that it gives value without requiring extra perks, its rewarding and incentivising throughout the match without being too immideate. its a fun perk, that needs more love. If anything , adding a cooldown to the perk that prevents 5 stacks withing the first minute of the game is going to help killers anyways, but any auto didact gamer would take a garunteed skillcheck, over having to wait a bit to get the next stack, that much im certain of.
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@DerpyPlayz said:
Yhea, im not to happy about any buffs to heal speed no matter how small. The game is already imbalanced as it is, no need to shave off even more seconds off the killers clock.
That is how it gets really bad too, one "small" change, and another "small" change and some time down the road the "small" changes start to really bite into average match time.
The idea sounds cool, I am just not sure its a good idea on paper.
I apreciate the feedback here, but its more of a quality of life change for the perk in terms of effecting average match time as the perk itself still has the same healing values. not to mention it still remains the only perk that can keep you in negative healing. I think its a vaild concern for other healing perks tho!
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@DerpyPlayz said:
Yhea, im not to happy about any buffs to heal speed no matter how small. The game is already imbalanced as it is, no need to shave off even more seconds off the killers clock.
That is how it gets really bad too, one "small" change, and another "small" change and some time down the road the "small" changes start to really bite into average match time.
The idea sounds cool, I am just not sure its a good idea on paper.
I appreciate the feedback, In my opinion its more of a quality of life for the perk as in terms of healing perks that crunch average match time , auto is still the only one that you could go all game in negative healing with. I think this is a good concern to voice with other healing perks tho!
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single thread bump in hopes to get a real discussion. Its such a quality of life change to an allready niche perk that I really hope this somehow gets dev attention.
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I think all he needs is a slow down effect that is negligible to start but builds up making it worth it in the end
currently he only falls short on loops with tall obstacles in the way as he can only land 1 or 2 knives per loop
why not just add a slow effect to each laceration stack? ie -0.5% per stack max 4% before damage, i mean its not like you wouldnt run slower if you had 8 knives in you in real life right?
that way you can get more hits in per loop as you land more hits.
no ed gives 6% movement speed and sometimes is hardly noticed, 4% wont break him as a killer but might make the difference he needs to be viable
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J flick needs to go, otherwise i have no complaints for him. playing both sides it feels dirty either way and lacking skill
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give him knives that slow the survivors .5% per knife before taking damage that stack to a max of 4%
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I love how fast dbd forum posts can be burried without being seen or discussed
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He needs a rework, easily the worst killer in the game atm. I still think his blades should remove .5% movement speed to a maximum of 4% and stacks with his bleed stacks
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@StibbityStabbity said:
I personally don't like the idea of fixing a Killer by making their power cause survivors to be equally bad at the game. Survivor gameplay should be consistent with strategy adaptations. Messing with that consistency will be genuinely upsetting for them.
Id still be interested if theres any other way that it could break the survivors game play, but even noed gives 6% movement speed and at times that can be trivial
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thats not necessarily making the survivors equally bad, look at clown, besides if your up against good survivors your knives are going to add up very slowly, sosurvivors have lots of time to realise there current speed (very minimaly reduced mind you) and adapt
on the contrary, I think it would add more depth to the survivor side as youhave more thing to consider at any point instead of holding w around the loop cause the killer is slow and its a tall cover loop so he can only get 1 knife in every rotation
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@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1949875#Comment_1949875
They’re custom icons, in what way would the playerbase be split? It doesn’t make sense. If this is so important to them then why haven’t they added pre/post game chat for consoles so everyone can chat together regardless of the platform they’re on?
If this happens there gonna cause a split by trying to prevent a split
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@DoomedMind said:
Same, I want to have custom Icons back, that was super cool !
Cool and full of utility! I've created many icons and used many others, this is seriously a dark week for the game. 2k+ hours and this game is super boring without my usual icon flairs. I had custom packs for certain perks as I currently have all perks unlocked and it can be overwhelming sometimes to try to find a single perk. Hardcore perks? blood background. Meta perks? gold background. fun perks? neon boarders. These Icons look visually appealing and serve multiple purposes.
BHVR Take control of your game, and get ahold of the anti cheat and set a boundary, why are they such push overs all the time?
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@DoomedMind said:
Same, I want to have custom Icons back, that was super cool !
Cool, and full of utility, if you have every perk unlocked, I would organise perks by custom icons. example, hardcore perks like no mither, or for the people? blood background. Meta perks, like bt and ds? golden perks. stealth perks? fading dark theme perks.
I cant stress enough how important it is that people keep commenting, even on multiple threads, as devs are not commenting or updating us as its there anti cheat that has control.
I say take control of your game and set this one boundary, it really cant be hard. Theres no excuses here
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I just put a post out for this, I've created many icons and used many others, this is seriously a dark week for the game. 2k+ hours and this game is super boring without my usual icon flairs. I had custom packs for certain perks as I currently have all perks unlocked and it can be overwhelming sometimes to try to find a single perk. Hardcore perks? blood background. Meta perks? gold background. fun perks? neon boarders. These Icons look visually appealing and serve multiple purposes.
BHVR Take control of your game, and get ahold of the anti cheat and set a boundary, why are they such push overs all the time?
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@dspaceman20 said:
Please don't kill custom perks devs. I want to be here when they figure out how to do custom icons for console.
Keep sharing the love guys, dont let this post die off till we have answers
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With the newly announced challenge system ( Archives and premium rifts) this could present more challenges for the devs to implement, like maintain WOTE for 10 games, etc
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Added another possible reward as an incentive, daily iridescent chards or even finally a way to earn auric cells.
Changed updated in original post
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Any one want to share thoughts on what they think a good incentive for match participation might be? These are just a few Ideas I came up with Im sure theres plenty of better ones to be thought up.
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@Yung_Slug said:
I want the cosmetic to be a shirt that says "STAY WOTE"
This is brilliant , Id even help work on the design!
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@anarchy753 said:
Or just a standard low priority queue like most other games. You DC a lot and you get lumped with the other people who DC a lot.
Enjoy trying to win a match when every time it looks like you will the other side quite.
I thought about this and im sure the devs have too, but unfortunately it would also put us at risk of someone suddenly having internet issues and being lumped into what is commonly refered to as elo hell would not be an enjoyable experience. Still it IS a possibility.
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Its not a punishment to SWF
for example, if your in a 3 man SWF if the random disconnected then everyone still qualifies for the benefits.
if its a 4 man team you are very unlikely to disconnect and most friends will all back out or be less angry as they are in communication with the person who dced they know his power went out, or that he rages all the time.
I for one would rather a rework then having people banned. this game allready has player base issues and allthough people may dc the fact that they still play matches makes a huge difference. Its all risky at that point
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temporary 5th perk could be considered op, but It could also be from a list of hand selected perks that arent game changing, but definately worth while, like a permanant 25% stack too all bp for example. It has to be something worth while, and I agree, something not broken, this can easily be tweaked.
Holding back from SWF is completely fair, you allready know those people and if you are lobbying with them thats your own risk. If you dont set up those paramaters, its too easy to farm the bonuses to people who might otherwise need an incentive to keep playing a match where a team mate left in the first 10 seconds
disconnecting has allways needed to be fixed no one is disputing that, however a creative solution like this is exactly what the game needs as it has been in dispute since the game has launched and has gotten no where otherwise.
cracking down on dc means automating rules, which means that innocence will inevitably be wronged. Would require heavy tweaking and planning.
Cosmetics would be extremely simple and effective. By just having the cosmetic, people will want to play with you more then others, lobbies can be formed in trust just by seeing this, and its as easy as just adding universal cosemetics such as a golden sunglasses, lobby icons, changed lobby name colors, a golden tally when readying up, the list goes on.