Trwth
Trwth
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- Trwth
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Been thinking about this. As a PH main, I don’t think any of his kit needs any changes with the exception that maybe his range add-ons could be base in some form. However, his add-ons could definitely be more interesting.
Here’s the purple add-ons revised to be more useful while still retaining a form of its original:
Crimson Ceremony Book
- Injured Survivors affected by Torment suffer from Hemorrhage.
- Blood from Survivors affected by Torment is considerably more visible than normal.
Lost Memories Book
- Survivors suffer from Oblivious while healing or being healed by a Survivor afflicted with Torment. This effect also applies to Tormented Survivors healing themself.
Scarlet Egg
- Survivors struck by Punishment of the Damned have their aura revealed to you for 5 seconds.
Rust-Colored Egg
- When a Tormented Survivor is struck by Punishment of the Damned, they become Broken for 60 seconds.
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Let Survivors view the loadouts of their teammates before the match. Would be a great help for solos like me to choose builds to compliment those of my teammates.
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Surge should trigger with special attacks as well.
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@AnneBonny said:
Both of his iridescents need to be reworked, they are utter trash.
Seal of Metatron is pretty good though. I’d keep that one.
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Back from testing. I tried using both Nemesis and Furtive Chase to keep the uptime at a maximum, but both methods required so much set-up and planning for such a mediocre effect that it’s not even worth it.
On top of that, it safeguards generators from Pop, which is what you’re probably going to be using if you’re running DMS. So, the only reliable way to regress gens with DMS are Surge, Eruption, and Oppression. But good luck activating those perks within the 45-second time frame that DMS is active.
SO, in conclusion to my testing, I would like to propose some changes to my existing rework to address all of the issues:
It may seem like a bit much, but for all the work you’re putting in to use this bad boy, you’d better get what you paid for. Now that it’s a Scourge Hook, the need for Furtive Chase or Nemesis is no more. Plus, along with lasting longer, DMS will damage gens for you, allowing it to be used in conjunction with Surveillance to keep the gens in check once they’re unblocked.
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It’s like that in Identity V and it’s very not-fun, especially considering the way Killers play in that game.
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Anything that encourages basement camping is a no-no to me. I’d make it a Scourge Hook perk instead. Maybe one that switches the locations of the Scourge Hooks to be used in conjunction with others.
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I was thinking it could be changed to a Scourge Hook perk ever since the PTB. DMS is a perk I gotta get my hands on to see what really needs changing about it.
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@BenihimeWrath said:
Man I love how when people post troll bait they get a bunch of raging feedback but someone posts genuine feedback and its a ghost town.
That’s just how it is. The wall of text always scares people away :(
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There’s a lot going on here, but I think I get the gist of it. All of these changes simply make the game go on for longer, which can be a good or a bad thing. I, being an optimist, can see this working out quite well, making Killer much less stressful (and allowing me to run gimmicky builds without suffering in the long run). I’m glad you rebalanced everything to try to compensate for the overall longer matches. With a bit of testing and tinkering, this could definitely work out.
However, there is one major flaw that I must point out. Currently, it’s Killer that tends to struggle to keep up with gen times without stacking up on gen regression/slowdown perks. I fear that your changes might just flip the spectrum and throw that debacle onto the Survivors, where now they have to keep up with the Killer picking them off.
Keep in mind, I’m not saying the worst is gonna happen every game. The game will be mostly the same, but it would simply encourage a new meta of everyone running perks like Prove Thyself, Stake Out, etc.
In conclusion, I would be open to seeing this in a PTB and maybe some elements can make it into the game, but it would be a very radical change and I doubt many people will enjoy the slower-paced game when most games currently tend to last around 10-15 minutes anyway.
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Use it only when you won’t be a detriment to your team. Learn to play while injured before running Self-Care to not misuse it.
My strategy is to heal only around a quarter at a time and stay on the move in case I find someone to heal me quicker or there’s an objective to prioritize.
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The Murder Monkeys from Dark Deception
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It’d be cool if he had a dynamic chase theme that changed depending on if he’s in Demon Form or not. So he’d have the PTB music in his normal form and the current music in his Demon Form.
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A huge improvement! I would support this change. However, I’d like to see the progression system changed to be less reliant on RNG sometime in the future.
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Glad I’m not the only one ☺️ I use it on PH and it works like a dream. Top it off with Thrilling Tremors for some extra value.
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Ooo, a boon totem! Interesting idea. However, since they’re so alike, I could see this being a rework for Hope into a boon perk.
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I see the subtle change and it's horrible. This just guts DS and I'd rather put my life in the hands of Off the Record instead of this.
- 30-second timer: All this does is make tunneler's lives easier since they only have to wait half as long before picking up. Yes, not every Killer tunnels and you'll occasionally be hit with a stray DS, but that doesn't warrant completely slicing the timer in half.
- More deactivation methods: Protection hits and lockers are an unnecessary change. Using lockers to guarantee a stun while being tunneled is pivotal to your survival since DS's main counter is slugging. Removing this just leaves you helpless since anyone who's played the game for more than 100 hours will know to wait out the DS timer... and will have to wait less due to the shortened timer.
- Not activated by self unhooks: Another unnecessary and random change. All this does is remove its synergy with Deliverance. I've never heard anyone complain about Deliverance-DS and it's never been a problem for me since you can gauge the timer based on how long they've been Broken.
The moral of the story is that your version of DS will only stop tunnelers who don't know DS exists... for those few who will run the perk after this change. If a Killer suspects DS, there will be a multitude of methods to avoid getting stunned, all of which are completely out of the Survivor's control, making the perk completely useless against any Killer who has knowledge of the perk, which is approximately 98% of the community.
Please, explain.
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The Murder Monkeys from Dark Deception, with the Survivor being Doug Houser. I think it would really cool to see a trio of Murder Monkeys running around knifing people. Plus Doug is already quite familiar with running away, so I can see him bringing some chase-related perks to the roster.
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@Mandy said:
There has been a bug reported on this, and it is something that is being looked into.
While you’re at it, could we get some thermal optics as an add-on?
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Even with that change, Survivors are still gonna abuse Self-Care because the perk itself is very situational. Revealing the Survivor creates a more tangible risk which will discourage people from using the perk, but it will also punish Survivors for using it effectively. The aura reveal is unnecessary because the time spent on healing is still wasted, so the punishment only adds insult to injury to an already bad situation.
I think, to remedy the whole “Self-Caring in corners” thing, Self-Care could reveal the user’s aura to nearby teammates while healing so they can regroup and heal faster, even if they’re hiding in a corner. This way, their teammates can find them and heal them easier and waste less time, and also make sure to not chase the Killer near them while they’re healing in higher ranks.
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I am aware. It was probably latency. I’ve seen clips of Slinger’s spear go straight through Survivors and not hit them. They’re very oddly satisfying
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I’d play it only if it’s optional. As chaotic and fun as it would be, I wouldn’t want to be stuck with it for too long.
Also, for your convenience:
https://youtu.be/nEMPsvtuOIs -
I was intrigued when I saw the title. Slinger is the only Killer EVER to not have any bugs at all since release. I thought today would be the day I was proven wrong. I am disappointed 😔
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@NMCKE said:
It would be nice if it also blocked pallets as well, creating a deadzone for the killer to take advantage of if they are nearby.
This is literally exactly what it needs, plus a duration buff for good measure. It would be my favorite perk if it did just that.
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It’s a good perk if you want to make sure Survivors stay together. My only problem with it (and most Oblivious perks) is that you can never tell when you actually get value from it since the only indication is the scream when it activates.
It’s a fun perk. I wanna experiment with it some more, namely on high mobility Killers. Maybe I could throw it on Billy with Apex Muffler and a slug build.
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It's shame. I kinda liked having the Killer's PoV chase music being quieter so I can focus easier. Oni's was a good example. Intense, yet subtle enough that it wasn't a hindrance to my hearing. The least they could do is make it dynamic so that it's the modern theme only when he's in his Demon Form.
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The problem I have with the map is that it's so narrow and hard to navigate that attempting a chase is just using whatever you come across instead of trying to come up with a specific route you can reliably take. It's the same reason why Lery's is so annoying because it's a literal maze. You also have to hope the random route you're taking doesn't have crap pallets, because RPD is littered with "pallet next to office desk" or "pallet next to paint bucket" that the Killer can lunge a full circle around.
As Killer, forget about it. The map is HUGE with THREE FLOORS to boot! You can't patrol gens. You can't track Survivors. Survivors can hardly manage to unhook each other god forbid they're on separate floors. Overall, the most fun I've had is playing Pyramid Head with Zanshin and sniping people through walls when they have no clue where they're going.
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Legion is such a disappointing Killer. The design is spectacular though. I hope they get around the reworking them eventually.
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I dunno what the disagreement is all about because I support this IMMENSELY as a solo player who uses gimmick builds on almost every Survivor I play. Plus, being able to see my teammates' perks would be super helpful if I need to change my build to complement those of my teammates.
As it's under hefty discussion at the moment, I don't think people will dodge just because their teammates are running meme builds. Even the people who run all second chance perks will DC on first down, never look behind themselves, etc. while those who run gimmick builds could very well be Navy Seals or Superman. You never know. Either way, I think the pros far outweigh the cons in this change. People who would dodge just because of the perks their teammates are running would probably be bad teammates on their own if they can't handle a bit of diversity.
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I liked the old Black Box where the obsession is asleep and can’t wake up. It was so unique and I enjoyed using it with Nemesis/Furtive Chase. Why they changed it is beyond my understanding, and there are so many other niche add-ons they could’ve changed instead.
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@TheClownIsKing said:
Insidious is fine. The problem is how many players lack imagination to use Insidious beyond hook camping.
Educate me
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@Starly said:
https://forum.deadbydaylight.com/en/discussion/comment/2350851#Comment_2350851
I mean, the idea is you get to use Victor more. And right now in the game this Add-on exposes survivors who kick Victor in his idle state.
Yeah, I’ve used it a few times. It’s actually pretty fun to use in spite of its simplicity.
Victor’s already quite powerful on his own, so I don’t think he’s worthy of an insta-down.
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The problem is that Autodidact is random. So, get rid of its random nature.
Autodidact
When healing a Survivor without a med-kit, you receive a unique skill check every 3 seconds. Landing a healing skill check check earns you a token, up to a maximum of 5 tokens.
Each token grants an additional 3%/4%/5% healing progress on a successful skill check and reduces healing skill check success zones by 15%.
You lose all accumulated tokens when you miss a healing skill check.
Practically the same effect with a slight nerf to the numbers to balance out its consistency, as well as increased difficulty for a bit of a challenge, but nothing too crazy.
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I like the prestige and avatar ideas, but the Ultra Rare for Twins is… not very useful. They get warned of the add-on, so the chances of you getting a down are extremely low unless you chase them. And if you DO chase the Survivor, it creates a hopeless situation in which no matter what they do they will always get downed because of the add-on, which creates a situation similar to that of old Legion, and nobody wants that.
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Survivors cannot be grabbed from the hatch, so they can just sprint past you and jump into the hatch without a second thought. This perk could score you a hook but, unlike current Blood Warden, it isn’t exactly a trump card since the hatch stays open and all your momentum can be killed easily by a single use of BT.
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They're working on it, though we can't really be sure how effective it's gonna be. Hopefully they surprise us with a hotfix on Tuesday. If not, we'll have to wait 3 weeks until we get our optimization :(
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@Mazoobi said:
Protection hits should work on killer powers from what I know of.
I believe a punishment from the damned won't trigger protection since it can technically hit multiple people in one blow so it wouldn't even be considered a "protection hit". I'm not too sure though...
Weird. I remember it did during the PTB, which paired extremely well with Forced Penance. Real shame if they did in fact change it.
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I hope they do. Even if the bots aren't programmed to adapt to certain Killers (like I'm guessing they're doing, which is why they're not out yet), it would still be nice to have, especially in PTBs where the queues times are just atrocious.
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@Mandy said:
Can you explain more about what you mean please?
I believe they mean the text states, "when the exit gates are powered" but in reality the perk only takes effect when all of the generators have been repaired. Must've been a mistake.
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Goodbye and good riddance
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I use NOLB on Bill and it's actually very, very good. The only thing it needs is to activate when the gates are powered, not opened. That condition holds it back from being a really powerful endgame perk.
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These are way over the top dude. Have you even used any of these perks?
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SpookyLoopz did an experimental video on it. Yes, Lightborn reveals the person who used the Blast Mine, but you still suffer the stun.
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Either Myers or Pig are on the chopping block, but I feel that Myers is a more likely contender, especially since Haddonfield should be next in Realm Beyond.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2316319#Comment_2316319
Well Iron Maiden can be really helpful on Huntress and Tricker to heavily reduce reloading time, plus it can work even on Bubba, since its a sorta common strat to dive into lockers to evade a chainsaw attack, which just dooms you to a 1M, plus due to BBQ which comes from him, you can get some easy Exposed effects and info of people that tried to hide.
Fair. I can’t blame a situational perk for being good at what it does. Mad Grit though, as funny as it is, delete it.
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Legion.
One good perk plus two meme perks. Another reason why I despise Legion.
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Very good change. You have my full support. Someone from a recent post also recommended that the sound of the generator itself (on top of the repair noises) should also be reduced so the Killer can’t hear it progressing, which will make it more viable in high level play as well.
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Sounds like it would be good but I personally despise the idea of the terror radius being map-wide.

