Trwth
Trwth
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- Trwth
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It's a paradox. It can be used skillfully, but it also lets you recover from screw-ups regardless of the conditions, which I think is unhealthy design, especially if all four Survivors can be running it at once. In its current state, it's essentially an extra health state.
In my opinion, it needs a nerf so it's more difficult to use. The principle should stay the same though because I think Dead Hard itself is a cool perk.
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I only listened to a few of his songs, but for the right reasons. Remember This and The Search are very powerful songs, especially to those who are still struggling to find themselves. I tell you, music like that is what keeps people going.
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All of them except Lery’s. Ever since they brightened it up a few patches ago, I actually quite enjoy the map.
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I’m super stoked actually! I’ve been maining Yun-Jin and I think her and the Trickster have the most interesting lore out of the cast
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@snek said:
my dude, they don't even have proper graphics options in settings to the point i have to adjust my resolution in .ini files, and you're asking them for a fov slider?
Well, pessimism isn’t gonna get us anywhere
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565017#Comment_2565017
I mean I will always have it equipped on my Nurse. Having the FoV during fatigue is amazing on her. It obviously doesn't have the same benefits on all killers but I'm not about to say it doesn't make a difference.
If reducing the FoV was proven to help with motion sickness would you be as keen to reduce it?
I’m advocating for an FoV slider. If you have motion sickness with high FoV, you can reduce it to your liking.
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I feel like all that’ll do is lead to accidental bleedouts for Killers running Sloppy. I was thinking the simple solution is just to merge Mangled and Hemorrhage since they’re usually together anyway.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2564975#Comment_2564975
It's not an aura perk, but it's definitely helpful. You are basically saying that seeing more of your surroundings isn't helpful, which makes zero sense.
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2564972#Comment_2564972
Being able to see more would be an advantage...?
It’s helpful but not worth a perk slot. I don’t think anyone on this forum has ever thanked Shadowborn for helping them in the game. Sure, there are times when you’ll see Survivors out of the corner of your eye, but how often does that really happen?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2564866#Comment_2564866
If Shadowborn (i.e.: FoV increase) has no effect, why do you want it?
Shadowborn isn’t an aura perk, nor does its effects help you in the game. It just feels nice to use and makes Killer more enjoyable
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@KingFrost said:
It's a balancing issue.
"But then shadowborn would be Meta!"
If we gave survivors Kindred as basekit -- which btw is not a meta perk, it would still affect the balance of the game. Just like giving killers free shadowborn would affect the balance of the game.
It’s higher FoV. How would it in any way throw off the game’s balance?
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2564789#Comment_2564789
I also play better with Surveillance than without, though. Doesn't mean it should be baseline.
Surveillance has an actual effect because it gives you information you wouldn't have without it. Shadowborn does not.
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@C3Tooth said:
I would make Shadowborne gain FoV up to 105 degree & ability to see survivors in glows like how Freddy see survivors (so they cant hide in grass or the dark), that would make it totally worth a perk slot to consider using.
That would be a cool Shadowborn rework to help see in dark maps or against a team of blendies.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2564761#Comment_2564761
Well it is proven even on competetive games like CSGO etc.
Also I do realize that I have also a way easier time in terms of reaction time if I use it on Oni and Blight.
I don't think that should be locked behind a perk though. Your skill shouldn't be restricted by a perk if you play better with higher FoV.
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@BenZ0 said:
You see it the wrong way. The reason why shadow born isnt that good as a Perk is BECAUSE the competition is too strong. Perks like Tinkerer, Ruin, Undying, Pop, BBQ etc are way too strong to even slightly compare them to a bigger FOV.
However a FOV its self is very strong indeed, ppl dont really understand it but FOV doesnt simply widen your camera edges. It also puts the middle of the screen, the "cross hair" further away which is really benefinatial in terms of seeing around corners. I dont remember exactly the video title but there was a guy who made comparisons on simiulations and he has proven that you can see around corners faster with a higher FOV.
Now imagine Killers that can move very quick and down survivors also fast for example Oni, Blight, Spirit and Nurse. A higher FOV gives these Killers the advantage to react quicker if a survivor is on the edge of the screen to give these Killers more "time" to react to it and turn their camera in the last moment.
These would buff all the meta killers and I doubt that ppl want that.
*Edit in Minecraft it is very easy to see what I mean with putting the middle of the screen further away. You can see the same on the hands or weapon of the Killer, they are not more visable only but also they appear way further away then they are without shadowborn.
Indeed, I would run Shadowborn if gen-regression perks weren't a requirement in high-level play. But I seriously doubt a bit of extra FoV will make high-speed Killers like Blight and Nurse just a nightmare, nor will being able to look around corners 0.4 seconds faster be game-breakingly strong.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2564738#Comment_2564738
It would help a lot with finding surviors. Depending on the extent of the sliders capabilities it could also be very powerful at loops.
"accessibility feature"? How could it possibly be considered an accessibility feature? What disability does the FOV hinder?
But I would be fine with testing on PTB. I think PTBs should be used more for these types of tests. That said - its hard to believe the data from these tests with how people deliberately skew the results on both sides (survivors suiciding and killers going afk to encourage deliberate nerfs)...
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2564746#Comment_2564746
There are people getting motion sickness on certain set FoVs. And the current default killer FoV is not the best for those those people.
the slider should definitely have reasonable max and min values and PTB test as well as further monitoring in live should help in finding that.
Probably should have mentioned this in the post, but I'm assuming the max FoV would be the same as Shadowborn: the max being 102 and the minimum being 87.
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@SleepyWillo said:
You might want it so you can "SEE my surroundings, especially when the clunky camera controls on console are in play" but that doesnt change the fact that it would still be a HUGE buff to every killer. Youre intentions may not be for that but thats what it would result in.
Thats the equivilant of saying they should reduce the time it takes to repair a gen because holding m1 is boring. Is holding m1 boring? Yes. Would that change completely break the game? Also yes...
That's not even a valid comparison?
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Directional phasing and seeing footsteps don’t completely ruin her so stop being dramatic. She’s still super fast and incredibly strong, but a bit more on the balanced side.
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- Loops: Starting to get stale. They should start designing maps to give players the ability to maximize their efficiency in chase without having to run in circles. This meaning no more RNG and tiles, and just design every map to have only one iteration.
- Survivor Recovery Speed: Survivors heal so quickly nowadays, it’s ridiculous. With the addition of Circle of Healing, this issue is becoming more apparent.
- Lack of Dev Communication: This is to reason why this community is so divided. Nobody knows what’s on the devs’ agenda and we don’t know where they stand on the problems in their game, if they even realize it in the first place. This is also why people think the devs are incompetent, because they don’t defend themselves. They pour their heart and soul into this game, they should stand by it.
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I have a few favorite sounds. I’ll put my top 3:
#3 - The bell toll when Chain Hunt starts
#2 - The warning sound Survivors hear when Victor is released, and the subtle whoosh that follows
#1 - Jill’s screams upon being downed
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2557990#Comment_2557990
Well it would be really unfair if every hit interrupts a action, it would be literally impossible to unhook someone when the killer is close which would be a guaratued kill everytime.
Oh, of course, I can’t disagree there. I just hate that that one situation is what allowed numerous Survivors to open gates uninterrupted despite being pelted with knives the whole way through. I digress though.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2557373#Comment_2557373
Tbh a knive hit from Trickster is not an actual hit, if you injure the survivor with your 6th knive then you will interrupt the survivor which is fair in my opinion.
I disagree that it should work that way, but since that's the game's logic, I can't really complain.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2557390#Comment_2557390
Why not make it global oh yes. 20 meters is ridiculous in this game that's nearly the whole terror radius in most killers 5-10 meters if fair but I never seen a suggesting fair from a survivor main mostly likely.
…?
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I would run Surge or Oppression but they're not good enough on their own :(
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Wraith's just a simple Killer that's good at what he does. The devs should learn from what they did with Wraith (and now Plague too) and apply that philosophy to other Killers they change in the future.
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I think that's a wonderful idea! Around 20m should be a good enough range.
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Honestly, the only two troublesome perks here are Unbreakable and Dead Hard, both because they have such strong effects with no drawbacks or prerequisites to activate them, not to mention they're available to everyone. I have a ton of respect for people who run For the People or Deliverance, and I can bear eating a DS once a game. But DH and UB? Nuh-uh. Crutch perks that take no skill to use <-- and this is a sentence I have never said for anything in this game before. Two years of optimism led me to that conclusion.
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It's an optimal strategy that's effective counterplay to a strong Killer. Run Liquified Gore to slow the solving down, and Agitation if you really want to get the Teleport off.
And please use your space bar after punctuating your sentences.
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The same reason Trickster's knives don't interrupt actions. It's just another one of the many impossible things Survivors can do.
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They can start from scratch without a sequel. Games have done it before, going on a long, years-long hiatus to rebuild their game from the ground up. I feel like it would be healthy to do so to modernize any outdated code and keep it consistent with their present methods, but lately I feel like they're making enough progress that doing so isn't completely necessary. It's taking ages, sure, but it would take just as long if they tried going for a sequel.
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Oh
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Question answered. Feel free to close this discussion if any mods are listening!
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@GoodBoyKaru said:
As has been answered about 60 times, no you keep all characters and cosmetics if you own them. If you own the characters, teachables will act as normal. If you do not they become generic perks.
Sorry, I didn’t know where to find it so I figured I might as well ask.
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I would be upset if Blight was nerfed, but I would be happy if Spirit was nerfed. However, I don’t Spirit gutted either. She should still be fun to play, just not so oppressive.
Otherwise, even if my wishes weren’t granted, it wouldn’t affect me much. I’m a PH main :)
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/278058/perk-idea-critical-strike
I think the perk idea is actually good, but the execution could have some improvements, see if you prefer this instead:
- When Critical Strike is active your next Basic Attack on a Healty survivor will put them into the dying state and deactivate the perk.
- While deactivated, you get a token to Critical Strike whenever you hit a survivors with a Basic Attack.
- Once it has 5/4/3 tokens, Critical Strike becomes Active and won't be able to get more stacks until deactivated again.
I think it should be like this, but instead of it just insta-downing it Exposes the next Survivor you chase. If they escape you, they lose the Exposed effect and the perk resets.
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The sky is the limit when this is a “Known Issue”
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It’s dumb that Pinhead can break his own chains. However, the developer update DID mention that if Pinhead breaks his own chains, a new one will spawn, theoretically making the chains last a little longer if executed correctly. Did I read it wrong or have we just forgotten?
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Never have I ever met a discussion post on a controversial topic actually come to an agreement and have a civil discussion. Kudos to you guys, really.
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Interesting take, especially because the devs have said they want to implement moris into a base Killer mechanic. I wouldn’t tie it to bloodpoints though because Boldness can be gained through other means (ex. cleansing totems) in bulk, which could make immersed Survivor vulnerable to being mori’d, versus actually threatening Survivors you struggle to catch.
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As a Survivor, I prefer to stay off-meta and vary my builds. I only run items when I feel it’s necessary or I’m feeling good about my flashy-saving abilities.
However, as Killer, add-ons are a NECESSITY, especially because I play Pyramid Head and his range add-ons are like drugs.
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I can’t say much about the power and perks because both of them clearly we’re not designed with game balance in mind. I’ll focus on the backstory.
I’ll admit that, at a glance, the Killer really seems like just a stereotypical black gangster, but the backstory actually has some potential. He’s an intelligent and good-looking man who had an interest in music and became a successful DJ. He’s also married and has two kids, which is a trait no DbD character has ever had before.
The one thing that needs work is how he became a killer. One doesn’t just get mugged and suddenly have a lust for blood. There needs development, a logical reason why someone would leave everything behind to satisfy their murderous desires.
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@WTBacon said:
They don't want to put numbers because that would confuse players.
I don't agree, but that's their reasoning.
That makes sense. It’d be nice for more experienced players to have a setting which displays the actual numbers. Or they could stick them in the corner of the box if they want to be snazzy.
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PS4 player here. I had a hacker on Ormond who kept himself alive past the Endgame Collapse, holding the Killer hostage and forcing them to quit since they wouldn’t die.
I also was conveniently spectating a hacker who insta-healed himself while nobody was looking. It’s crazy that some people can literally cheat and no one will even know.
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@GoodBoyKaru said:
Pyramid Head and I'm All Ears. It is literally his best perk. Not only do you get an almost guaranteed wall snipe, but you learn how they play so you can snipe them again without needing it. It is beautiful.
I could say the same about Zanshin Tactics. Survivors won’t know that YOU know where they’re gonna vault and you’ll surprise them with a GODLY shot. Works best with extra range.
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It’s a simply good perk. No more, no less.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2463551#Comment_2463551
I feel both are either mediocre or just too bad. Plus, they're pretty uninspired and don't pair up well with any of his (admittedly pretty bad) other add-ons.
These two things at least give you the ability to pair them up with the other add-ons and gives them a lot more utilization. It also makes what I think ALL Ultra Rare add-ons should do: change up the Killer in a fundamental way.
Now if you wanted me to really go over the top, I would just do this instead:
Obsidian Goblet
- Tremendously increases the duration at which you can perform Rites of Judgement.
- Tremendously increases the duration Rites of Judgement trails stay on the Trial.
- Moderately reduces the recharge rate of Rites of Judgement.
- Rites of Judgement trails now have solid collision for Survivors, but will no longer cause Survivors to be Tormented.
- When a trail is in front of a vault location, the vault location itself is completely disabled.
And you know what? This would still fit the theme of Pyramid Head: He's guiding Survivors to pain, punishment and ultimate judgement the likes they have never seen before by cutting off where they can go.
This would be over the top, but it would be fitting, still.
To me, that just looks like Iridescent King but on Pyramid Head, which is about as uninspired as add-ons get (not saying yours is uninspired; like you said, it’s pretty over the top).
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I’d bump the numbers for Unnerving Presence to something absurdly high, and remove Great Skill Checks.
Overcharge? I honestly don’t think it’s that bad of a perk, but a buff wouldn’t hurt. Maybe double regression? Or incapacitate Survivors who miss the skill check?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2463548#Comment_2463548
Not the smallest, it is pretty in the middle.
And IMO, as long as you are not Blight, the Map is alright as Killer since the Rework. If you are Blight tho, you will hate everything in life.
For some reason, everything in Ormond and Yamaoka is just lathered with extra-slippery butter. Coincidentally, every time I play Blight, I get those two maps non-stop and it angers me so.
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Ormond’s pretty balanced in my opinion, since the rework that is.
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These are way over the top. Seal of Metatron isn’t even that bad of an add-on. If anything, we could go the Demo route and reveal all Survivors’ auras instead just those that are tormented, similar to what was done to Leprose Lichen in the Demo rework.
