Trwth
Trwth
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/759439#Comment_759439
Yeah. This could be worse than map wide. I would take 16 over 25 any day
Makes sense. I'll change them to a lower number then.
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@Crazewtboy said:
I like everything except for Coulrophobia. I feel like with that change it would just be a better version of Thanatophobia and no one would run Thanatophobia anymore.
Well, it only works when Survivors are in the terror radius. Thanatophobia affects the entire map.
Maybe I could reduce the values a bit though. 25% is a lot.
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@Liruliniel said:
How did u simultaneously buff and nerf pharmacy? XD
It depends on how you look at it lol
To me, I was trying to make its sole purpose finding med-kits. Isn't that why you run this perk in the first place?
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/758289#Comment_758289
And why do you want your achievements? It's meaningless dude.
Because they're fun? Plus I'll get a Platinum trophy for doing so since I play on PS4. Wanna know what that means? Bragging rights! WOOP WOOOOP!
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@justarandy said:
As if we don't have much more important things to address atm... I Really don't understand the huge motivation of achievements.. Even the devs are fixing achievements faster than anything else in the game. "priorities" I guess
I just want my achievement, dude.
Also, I'm 100% sure that everything that needs addressing has been addressed by another 500 people on these forums, including you as a matter of fact.
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Solidarity on my P3 Laurie.
I had it at the third tier once, but a bug made me lose my progress and since then, nothing popped up.
P.S. I run a healer build.
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@Blueberry said:
Perfect! Close to exactly the changes I would do. None of these look overpowered at all and they all look good enough that people would actually consider running them. Great work!
Thanks a lot! ☺️
Real quick though, for Mindbreaker, which version of Oblivious would you prefer? I’ve been torn between the two while I was writing this.
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I didn’t read any other comments and I might be late, but I’ve always wished that the Bloodweb prioritized your current character’s teachables. So if I play as Demogorgon, I don’t have to spend my life grinding for Surge LV3. I’m literally at Level 40 and it’s still yet to appear.
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Will The Demogorgon’s perks be buffed in the near future?
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It’s not necessarily a nerf, rather it’s a side effect of granting the stealthy Killers Undetectable. I see what you’re saying and I’m in the middle here. Perks like Premonition and Kindred have the following: “Trumps any of the Killer’s stealth abilities.” Alert does not have this, but if it did, that would be nice. Trump it or not, I think it’ll be fine. Alert is still a wonderful perk.
P.S. The devs should make sure that those said perks actually do bypass Undetectable.
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When the Legion Reveal Trailer dropped, people thought that the new Killer would do exactly as you proposed: disguising as a Survivor. The idea of being able to do that sounds amazing, really. Whether it happens or not, I’m not really sure.
About the power itself you proposed, I think it should do more. I always wanted a Killer that excels in stealth and deception rather than chases, so in order to be effective, there must be more. I’d like to see this idea be built further. 😁
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@Spartagone45 said:
Bad Man Keepsake
- Rarity changed from Common to Uncommon. Hitting a Survivor with a blink attack causes their aura to be revealed when healing or being healed within a 28 meter range for 60 seconds.
What is the point of this addon? It's just a temporary Nurse's Calling & only works on the survivor you successfully hit. So why would I want to run this addon instead of just running the Perk seeing that Nurse will just get it by default since it's hers.
I like the idea of the Stridor add-on. This one seems a bit pointless though since it’s not very often where you’ll see someone healing within the next 60 seconds. Maybe instead it lasts until they heal completely. Or better yet, rework it so that it does something different. We don’t need two perks built into add-ons that only last 60 seconds. TRACKING perks for that matter.
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As far as we know, ALL Killers will be getting the same amount of add-ons and rarity of add-ons. I don’t know the exact amount right now, but I do know that they will all have two Ultra Rare. So yeah, Hillbilly and Leatherface will soon have their add-ons revisited and redone.
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I kinda see what they’re doing. Maybe it’s meant to catch Survivors off-guard. First you’re blinking to catch up, then all of a sudden you stop and your even faster than before.
Sure, it most likely will not be meta and is more of a gimmick add-on, but I think it could be pretty neat.
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I think all of their add-ons could use some tweaking. Lately while playing Demogorgon, I’ve been having trouble finding good add-ons to use with them since their details include only “moderate” and “slight” effects. These effects aren’t even that great to begin with, soo... I’d like to see some more love put into them.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/742686#Comment_742686
I don't doubt your experience on the game, however, when you say hiding especially against a plague. You understand what that makes you look like.
I'm not talking about the perk. I mean the add ons...
What you just explain there is why some killers start to use it. Also, what's the difference to hiding in a locker before the killer shows up? You are experience against a plague and should knock about the killer knowing if you are in a locker or not. Not to mention her add ons.
Just because it's ultra rare doesn't stop it from existing. Killers can use black ward to continue using the add on. Also, cleansing is a bad idea..A very bad idea.
Explain how a red rank survivor can win against her. I really would like to knock.
When you said hide I took you as saying it as if its easy to do. I hear and see so many people saying that, but i'm here getting caught almost all the time. When I don't get caught, the killer is just blind.
I think i might have sounded a bit too rude when re-reading my sentence. I apologise if it came out as being disrespectful.
My idea is simple, when sick make the survivor reduce gen time. Obviously plague without add on is disgustingly weak and gen rushing her is easy. So things such as reducing gen time, vault speed and e.t.c would make her more of a threat.
Yes, hiding is very difficult against Plague. Overall, playing against her makes you have to do some quick thinking.
If you expect her, you’ll be in one risky chase with only one hit in you.
If you hide, you could get caught in a horrible position.
If you cleanse, you could severely punish not just yourself, but your entire team.
As for the locker thing, I meant that to counter BBQ. Hiding in lockers hides your aura.
Lastly, regarding the red ranks thing, this is really a strategy that anyone can use. Nothing is exclusive to red ranks. If she has Corrupt Purge and you find yourself in a chase, try to stay out of the open. Don’t stick to loops, as they won’t help you very much. Keep your distance, and look where she is aiming. If you’re feeling slick, you can even dodge into a locker to avoid it and jump right back out without getting hit. Maybe you could even hit her with Head On. I dunno. Just brainstorming. That’s what I do when I’m against her, Corrupt Purge or not. By far, the best place to run her is always indoors since there’s so much cover. That’s why indoor maps are a nightmare for her.
Anyway, all brainstorming aside, the add-on idea would be really nice. This may be asking for too much, but I think that would be a wonderful thing to have in her base kit. Maybe not vault speed, but action speed reduction sounds the most realistic, since the Survivors are literally suffering from constant vomiting and a horrible stomach ache.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/741889#Comment_741889
I forgot to mention that Plague also has Black Incense, so hiding is non existence. Also, when in broken hiding in lockers will give out your location. Also, when in broken you start vomiting which makes loud noise that the killer can hear and perks such as iron will is useless against it. Also, when in broken your character release a visible aura of them to the killer. So no hiding doesn't work. I also said red rank killers so I don't expect you to treat them like some sort of bat.
@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/741889#Comment_741889
Obviously you are the one who doesn't play against her because things such as comeback exist. Everyone being in broken allows the killer to knock them down instantly with her perk which is why I also follow up with killers using perk which tells the killer where nearby survivors are. This is why I said red rank killers because they understand how to use a killer.
So what if it alert every survivor in the game? They can't just suddenly disappear off the map. Also, how can a survivor hide when perks such as BBQ exist? Hide in a locker you will probably respond to. However, what if the killer has iron maiden? There is also other perks such as whisper and basic tracking devices such as blood, scratch marks, sound and e.t.c
You said hide as if there aren't perks that killers can use to locate survivors. If it was that easy as you said to just hide then how exactly will killers win games when they can't find survivors? It's obvious, it's because the game allows the killer to track survivors.
I didn't say Nerf in my statement, but rework. Also you can't decide rather the case is close or when it isn't because I asked for the member of the public, not just you.
Actually, I have played against her multiple times, even when people have cleansed. Making everybody broken is part of her power, and cleansing is her way of punishing them.
Infectious Fright is rarely used. When it IS used and you scream, that’s your cue to flee since the Killer now knows where you are. If you get caught, that’s your own fault, not the game’s, nor an add-on.
I play Plague, and I’m well-aware of how infected Survivors spread infection to everything they touch. I wouldn’t have said to hide in lockers in the first place. Nobody runs Iron Maiden in the first place, especially not on Plague. If you want to avoid BBQ though, you CAN still hide in lockers to avoid getting your aura read. Just don’t hide in there when the Killer is nearby, obviously.
Black Incense is an Ultra Rare add-on that, again, is rarely used. The point of it is to be strong since it’s ultra rare. If you realize that she has that add-on, then you may be better off cleansing.
When you say “red rank killers”, I don’t get what you’re trying to say. I’m sure red ranked Survivors can survive against a Plague with the Apple add-ons or even Black Incense. You don’t even have to be a red rank to counter a Plague, nor do you need to be in order to destroy as her.
Lastly, when I say to hide, I’m not guaranteeing your safety by saying so.
And I lied when I said “lastly”, I’ve got one last thing to say. Sorry about saying “case closed”, it just gets me agitated when people are on the forums saying that Plague is too strong or something. It IS a discussion, after all, so I shouldn’t be that way.
If you have an idea in mind for a rework though, I’d be interested in seeing it. (This is a weird change of pace.)
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@The_Second_Coming said:
Unnecessary.
There IS such thing as too balanced; and too balanced is boring.
If you’ve seen the countless threads regarding moris and keys, then this is far from balanced. If it was balanced, then I would know. I’m not a big complainer when it comes to this kind of stuff. But these two assets in the game should be changed so that there is less frustration for both sides.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/736536#Comment_736536
The key idea is pretty neat but it would encourage tunneling the "key holder" so that is a potential problem. The other issue would be "troll" players who won't give the key back even if they cannot use it.
The issue with the Mori is that if you have to carry a survivor close to a hook and drop them they may simply escape. Remember that each time you drop a survivor nearly 33% of the wiggle bar is instantly filled and if less or equal that amount was remaining on the wiggle bar then they instantly jump off when trying to drop.
I honestly think the only Mori change that needs to happen is no more Ebony. I don't find Ivory a huge issue especially with the change you suggested with everyone needing 1 hook.
Overall I think these ideas sound interesting and it would be fun to experiment with them were it ever possible they made it to a PTB.
Edit: Sorry I "quoted/tagged" the wrong person ^.^''
Sorry I didn’t reply earlier. I saw your post too.
For the key, I was thinking of much simpler idea, but then that came so I decided to go with it. My original plan was to add the opening animation where Killers can grab them. Also, any Survivors holding a key will drop it upon getting hit by the Killer. If a key is dropped in this manner, then it will be invisible to all other Survivors to prevent theft.
As for moris, I’m completely aware of the wiggling mechanics when dropping Survivors. Hooks are usually pretty close together and easy to come by, not to mention that downing a Survivor near one is pretty common. I was thinking about putting in some risk to moris. It’s just a suggestion. Hooking the entire team first should definitely be a thing first though.
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I think Vigil should affect a lot of things like perk cooldowns and Madness. Yours sound pretty neat as well. I’m surprised I never thought of that.
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That’s why she’s good. No matter what you do in a chase, as long as you land your vomit, then the Survivors are punished no matter what they do for the long-term.
Survivor players tend to be a bit entitled. That’s why they suicide.
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Dude, Huntress Lullaby is a great perk that rewards you for being efficient. If anyone ever criticizes you for not using the meta, then they’re morons.
To me though, I think all Hex perks shouldn’t be visible until their effect actually begins. So in this case, all totems will remain dull until you get your first hook(thereby, your first token). Once that happens, a totem furthest from all players becomes lit with your Hex. Then, you’ll actually have an opportunity to build its power before it’s lost for the rest of the gosh darn game.
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I’m pretty sure that they need reworks, especially Leatherface. Clown just needs some buffs here and there, or even a rework if possible. Really, either or sounds great to me!
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I see posts like these all the time. People always react the same as well. It’s either “Plague needs buffs” or “Plague is fine”. Obviously, you don’t play her if you’re saying that her Apple add-ons need changes. You made a point that Survivors have a choice to cleanse or not. If they cleanse, then Plague gets a very strong ability for 60 seconds or more. If they don’t, everybody becomes 1-shot for melee exclusively. Having only ONE fountain(or two, on rare occasions) is not huge, nor is it OP for that matter. It only lasts for 60 seconds, and it alerts every player in the match that it happens.
So instead of going on the forum and writing an essay about an underrated and underplayed Killer’s power, try to switch things up and adapt to what is presented to you. If you hear her activate Corrupt Purge and you don’t want to get hit, then hide. It only lasts for 60 seconds like Myers’ Tier 3.
We don't need any nerfs to Plague of all Killers. Case closed.
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@derperson said:
I'm in a bad mood, so I could be biased here, but they haven't added a good perk for killers in almost a year. My reasoning is that survivors buy cosmetics more than killers do, so they're catering to survivors having a good time so they keep playing and buying cosmetics.
I just feel like the devs are hesitant to give Killers strong perks. Perks like Surge are always given cooldowns and are nerfed for no reason(and locked behind the “basic attack” bs). Mindbreaker was given the “below 50%” because... nothing. We may never know what they’re thinking when they make these perks.
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@DBDbuildsYT said:
4 months ago I had a sort of a dbd breakdown where I couldn't play killer anymore because it was too stressful.
I took some killer time off and played survivor and got better, then the blood hunt and the new changes came.
During the BH I played DBD, both roles, a lot and now I am back to red ranks in both roles.
This is painful because I ABSOLUTELY despise playing in red ranks, and without the - 2 pips for DC it is almost impossible to get out of red ranks.
Every match is sweat and try hard and the queues to play a game are unbearable (ps4) it takes 3-5 mins to start a survivor game and 5-7 mins to start a killer game.
This problem is made even worse when playing killer because finding a lobby takes so long and I still often get the 3 man lobby bug.
So why is the game punishing me for playing a lot?
I do NOT want to queue for ages before a game
I do NOT want to play every game like it was the most important game ever not to be destroyed
I just want to play a chill game, like the green ranks game, where I can play to have fun, make a lot of BP and let everyone do saves, healings etc
I would like to play some games where I use killers like Legion without having to try super hard to not get stomped.
Essentially I want a game where I can get relaxed matches.
On the survivor side: every match is hex: ruin and pop goes the weasle, tunnelling off the hook, get slugged to avoid ds (and I started to bring unbreakable instead of ds), get slugged randomly (yahoo how fun is to spend 1 minute on the ground!!!) and when you escape you often end up with 15-17k BP (WOW!!!)
Plus there's the addition of Freddy with chains, thanatophobia and dying light WOW WHAT A GREAT GAMING EXPERIENCE
I am so frustrated with this game where I cannot simply play a casual game
BHVR should make a non-ranked mode that uses the Player Level rather than the rank. There, you’ll always be put with other players with about the same level of experience rather than skill, and you won’t have to worry about gaining or losing ranks.
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This is a neat suggestion. It’s sort of like... actually, no. It IS like Hex: The Third Seal! This could work, but I think there’s better solutions. I’d rather not have this be a totem perk, personally.
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@UlvenDagoth said:
Oh, Idea for Doctor that i shared in another thread. Make it so the illusions of the Doctor will lunge for Survivors. Make them panic more, wondering if that lunge is real or not. Some others also added things like fake gens appearing and even fake survivors to "Heal". Not sure how that last one would go, but I feel more things like this should be added/replace other things to really nail home the "Madness" the Doc is supposed to put into the Survivor's mind.
I was thinking the same thing!
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@MAV said:
https://forum.deadbydaylight.com/en/discussion/comment/737384#Comment_737384
On my phone, I'll put something together tonight when I have time... Though killers should be strong and feared...in the video game world there needs to be balance... Survivors are forced to put themselves in a position where it's potential a killer may spot them.. so fear has nothing to do with that unless you want 60min games while survivors hold the game hostage because they run off gens the second the heart beat starts then killer kicks and gens regress because the killer is feared...
So if you want those super powered killers, the you need to remove gen kicking and a few other mechanics to allow the game to progress while survivors play stealthy to avoid killers
I think you’re taking my point way too literally. When I say Killers should be feared, I never said to make it so that Survivors don’t even stand a chance. Besides, all of these changes that I proposed above are to Killers that are considered “not viable” by most of the community. Sure, people CAN do well with those Killers, but it’s much more difficult to do so than with Killers such as Spirit or Hillbilly.
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@MAV said:
Ok so unpopular opinion time... a majority of these changes to base killers would throw the balance way off when they use their add-ons
Note: I like the ideas and the post is well thought out, but your buffing 90% of the killers base attributes which then can have add-ons to make it very hard to play against.
That’s quite alright. Could you tell me some add-ons that could be unbalanced with the changes above? I don’t really see any issues since most of the changes don’t really have add-ons that could affect them with the exception of Clown and maybe Demogorgon. This also brings me back to what I said in the beginning of the post. Killers shouldn’t be restrained so much. They shouldn’t be broken, but they should be strong and Survivors should FEAR the Killer.
You know what I mean?
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@TAG said:
"Pig's ambush successful attack cooldown is reduced, rewarding her for hitting Survivors with an ambush attack. Ambush will also count as a basic attack, inflicting status effects and granting tokens for certain perks. It is not affected by Save The Best For Last though. They do not stack."
If you are changing the method of attack, the start-up time of the attack, the duration of the attack, and the cooldown of the attack, what makes it a basic attack?
"Give Pig add-ons that will increase the distance and movement speed of her ambush attack."
I think this is a dangerous area to play with for the Pig. Even tiny increases to her ambush speed/distance can result in ambushes that are much harder to avoid/outrun.
The “basic attack” part was probably not the right thing to do. I’ve never liked it when perks have the “basic attack” mechanic when they don’t need it, so it’s likely my bias that made it that way. I’m also sure that most perks like Third Seal and Sloppy Butcher don’t require a basic attack soo... you can ignore that bit.
As for the add-one for her ambush... I dunno. It seemed to me like her ambush was pretty underwhelming. It could just be because I don’t see very many instances of Pig in matches that I can’t tell. I would still like to see some add-one that will increase the DURATION (that’s a better word for it) of the ambush attack. I get your point, but it’s still on my wishlist, so to speak.
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@Plu said:
Good changes idea overall, might I suggest something else for Ghostface tho?
I really think he should lean automatically when he can instead of relying of the prompt to show up because it's very clunky imo, it would be a nice QoL update for him.
Oh yes. That’s a good one. I don’t really know how GF works since I don’t have him. I wouldn’t have known that. 😅
Should I add everyone’s ideas to my post so it’s easier to access? I think all of our ideas should be seen at once when someone comes to see.
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How about you gain one token when a generator is completed? Or maybe when you unhook or heal someone, so that it works with Aftercare.
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@Alice_pbg said:
If you're gonna change trappers traps, make them time based for consistency instead of rng based
Honestly, that idea sounds a whole lot better. Maybe you can see how much they’ve struggled by the intensity of their aura. (I love that mechanic, I sorry)
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@TAG said:
I thought you said this was a small change.
Oops...
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@Maelstrom10 said:
I love a lot of these changes tbh
Huntress should have 1% extra movement speed for every missing hatchet up until a Max of 5% (bringing her up to 115% speed if out of hatchets making her still viable in a chase)
Myers should have stalk on survivors slowly regenerate over time to prevent him being unable to gain his exposed effect if he uses it early in the match and somehow manages to run out of it. If ghostface can infinite stalk, so should Myers.
Clowns shouldn't last for longer neccesarily but also force medium vaults like Freddy's slow. He also shouldn't have to reload nor be slowed during throwing, he should simply have a delay between throws and have some kind of map control/pressure tool.
Doctors charge speed and transition speed should be very slightly faster by default.
Spirit shouldn't have directional audio in phase, should have prayer beads and father's glasses rarity swapped, and shouldn't have collision. Would lead to her feeling a lot more fair expecially with prayer beads as it would require an actual guess as to which side of a gen a survivors on, giving them potential time to jump off, whilst also allowing for potential mindgames in a chase as they won't know your exact 100% location based on audio just how close they are too you.
That's about my only additions haha.
These are also really neat ideas. I never would have thought of those. XD
Those are some really awesome ideas!
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I don't really think that it needs a buff, since Survivors reveal Ghostface by looking at him for about 2 seconds, which is fine. What you just experienced was just a bug, not the fact that it takes ages to reveal Ghostface.
This game is not perfect.
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Gotta love Premonition. Those stealth Killers ain’t got nothin’ on me.
For Killer, I find myself using Pop Goes The Weasel a lot, even though I try to avoid meta perks. Doesn’t mean it’s a bad perk though.
:D
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It doesn’t matter what anybody says. No power in this entire game is useless. Plus, it’s a bit early to have that kind of judgement, since most people playing the Demogorgon right now ought to be pretty new at it if they didn’t play the PTB.
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Would you rather have every single Survivor run Self-Care in every game? I think those two new healing perks are a great addition, they bring some variety to the game since healing is super important for the survivor’s side.
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I think Dead Hard is a really versatile perk. Since it’s manually activated and is an Exhaustion perk, it opens up a door for many different plays and strategies that other perks can’t quite do. It’s probably one of the most unique in the game besides Head On.
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Maybe Surge could work like so...
When a Survivor is downed, within the 32 meter radius, all generators will explode and regress by 12% as usual. If a Survivor is working on that gen, they’ll receive a skill-check as if it were Overcharge. If they fail the skill-check, then it will regress and the Entity will block the generator for a set amount of time.
Cruel Limits, for one, should have kept its original name. Other than that, I feel like it’s one of those perks that works wonders, but only in certain situations. But if we want to change it, I think the values are fine, maybe we can link it to something else. Like, getting stunned by a pallet blocks the vaults, but has a cooldown. (Maybe not that, since it’ll just further make the Enduring-Spirit Fury combo more annoying.)
Mindbreaker, just increase the values. 50% to 75% or even 100% like someone else said. Increase Exhausted duration to 4-5-6 seconds. It’ll probably get a buff sooner or later.
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I love this idea! It’s exactly what we need, really.
I think Ranked Mode should be available at Level 30 instead of Devotion 1, like Rainbow coincidentally, and also because it takes longer than you think to get a Devotion Level. Other than that, this is what we need in this game. Especially the shards. Cosmetics and Chapters shouldn’t always be locked behind a price gate, and because the Shard costs are so high, it’s pretty rare to spend any on them since you’d want to save them for the next chapter instead.
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@MegsAreEvil said:
We dont need any meta survivors in game. Its fine how it is.
Oh god, that’s a horrific thought actually.
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@Raven014 said:
First off... No. This concept isn't great for the health of the game. @Mat_Sella and @TAG makes all the relevant points about this from the survivor side.
Secondly, Your change to Sole Survivor would make it a better Disruption. You might as well make that Disruption instead, and come up with something different.
Third: Killers would have to take this into account. Seeing Dwights on Gens would force them to go after them, for fear of a gen rush, and perks that are already counterable, like BBQ and NOED, would be useless against Lauries and Nancies. Too many things to take into account with all the second chance perks in the game.
Yeah, I see what you’re saying about the quirks. They were a good idea at the time, and maybe they still are and just need tweaking so that they’re small and don’t have a huge impact like perks do. I have another proposal to make in a thread I’ll be making later that applies to both sides, so we’ll see about that.
As for Sole Survivor, I definitely agree. I still think it needs a rework, but what I did is way too much. I realized now that it completely negates BBQ no matter what, and it requires no skill to use. Not only that, but there’s no drawback, which is what all obsession perks should have.
Lastly, this isn’t really that relevant, but I’m saying it anyway. Lauries, maybe, but Nancy’s quirk doesn’t block aura-reading, it shares it. So if Nancy runs Windows of Opportunity, then everybody within 8 meters also sees the auras that she sees, which in this case are the vaults and pallets. Laurie’s on the other hand, her quirk does absolutely nothing as long as everybody is alive.
But yeah, I still agree with what you’re saying. I just felt like saying all of that.
._.
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@Mat_Sella said:
I do not believe this would be a good idea.
Giving survivors unique abilities would make everyone just run 1 or two survivors who have the better quirks than the others (similar to the limited useful perks on the survivor side).
And if your favorite survivor that you got cosmetics and perks and spent bloodpoints on gets the crappy end of the "Quirk" bargain?
Well, guess you better spend the same amount of hours on someone else that you dislike, then.
Yeah, I see what you mean. I would say that it would only be fair if every Survivor got a good quirk, but knowing this game, that’s a bit of a stretch since there are only so many things each Survivor can get that is different.
Hey, it was worth a try.
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@TAG said:
I really like the idea of giving Survivors unique abilities, but the problem is that we're way too far into the game's development to do something like that. Doing so will suddenly make the Survivor characters much less equal to each other, and if the Survivor you've already put all your resources into gets an ability you don't like, you are SOL.
Perhaps. It would be nice though.
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@Mellow7 said:
I like the idea but David's passive is pretty much useless. If they did add passive abilities into the game it would make the survivors much more interesting and maybe some characters like Quentin and Tap will get some usage if they have good passive abilities.
Maybe David’s passive is a bit too difficult to use. I was trying to feed into his risk-reward playstyle, but I might’ve been too harsh on him.