Trwth
Trwth
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- Trwth
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2314867#Comment_2314867
- you get no explosion for a missed skill-check and quieter repair noise at the cost of having a larger regression penalty
Survivors are not likely to miss skill checks.
Survivors might miss a skill check if the killer forces them off the generator
Perks that cause skill checks are not the most reliable deterrent.
- the change is practically "repair quietly with little downside"
Yeah? Not everything needs a downside, especially for something as small as Technician, a perk aimed at newer players in the first place.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2314853#Comment_2314853
having less of a penalty and letting other survs who repair with you also be affected.
And why? This is a discussion, so you should elaborate so we don't constantly go back and forth
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@Bran said:
sorry man, i gotta disagree, i think its good as is.
Disagree with what exactly?
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@danielmaster87 said:
It shouldn't make the repairs quieter, it should make the sound of the gen quieter, including if other people are working on the gen with you. That's a viable perk right there, because the killer will have to come closer to hear if the gen is really being worked on or not.
I wholeheartedly agree!
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@whycantIwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2314584#Comment_2314584
mhhhh...not too sure.....maybe it could regress less so it is more noob friendly, good players would have no real reason to use it, but not 1% regression, instead of 10 maybe more like 6-7%
Yeah, exactly what I mean. Around 7% works like you said. I wish it was more usable across all skill levels.
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Saw Scott's new video? I agree with his statement, though I wouldn't want to force the devs to stream when they have more pressing matters. However, I would like them to tell us directly if there is something wrong or rumors circulating that is causing problems in the community. Or BETTER YET, participate in these forums and discuss with us about concepts and such so we can help them.
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Can confirm on PS4. Crouching fixes the problem though.
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All I need is my beloved locker charm. Just in case I need somewhere to hide :)
In all seriousness, if we could sort our own cosmetics (mainly charms) it'd be a lot easier to sift through them. Also, equipping charms on console freezes the game a lot.
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@Looky_Here_93 said:
https://forum.deadbydaylight.com/en/discussion/comment/2314586#Comment_2314586
OOOOOOH! That certainly sounds interesting. I actually really like that idea, especially the concept of the Entity breaking dropped Pallets for you. I see you incorporated past Perk mechanics like Spirit Fury (breaking the Pallets) and Zanshin Tactics (the activation/deactivation trigger). Would you happen to have made other Perk/Power change suggestions? I would like to read them if you have.
I’m flattered :) I am a bit of a nerd for this game
I made a whole bunch of suggestions that you can check in my past discussions. The one I pulled Blood Favor from is here: https://forum.deadbydaylight.com/en/discussion/241368/making-some-perks-overpowered#latest
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@Looky_Here_93 said:
https://forum.deadbydaylight.com/en/discussion/comment/2314517#Comment_2314517
That certainly sounds interesting, but if you remove the Basic Attack requirement, what would trigger the perk? Any damage to the Survivor's Health State, including "special attacks"?
I wrote it like so in a past thread:
Specify that the condition is damage, not just successful hits. They’ve done it with old Zanshin Tactics, so it’s possible.
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@whycantIwin said:
it would be omega op, yes good killers will notice it's getting repaired more but it's way too strong
I don’t mean silent repairs. I just mean the skill check regression is less. The noise reduction is still just 8 meters. Yes, good Killers will notice anything if they’re perceptive, but Technician makes it a little harder.
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I wouldn't give it too much stuff to the point it's confusing and conflicts with existing perks like STBFL. The core issues with Blood Favor is that it demands much of the Killer for a mundane reward. So, remove the basic attack requirement and cooldown, as being a hex compensates for its strength. Buff its range, possibly to match the Killer's terror radius for extra maneuverability, and duration a bit. Lastly, reveal the auras of blocked pallets so the Killer can zone the Survivor into those pallets. It may not be as strong as, say, Crowd Control, but at least I could see it being more useful outside of meme builds.
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We could just make Survivors spawn together all the time unless they use an offering. The gen speed reduction isn’t necessary. At most, increase the time to repair gens from 80 to 90 seconds but ONLY if you’re working alone.
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All of the above, but I'd go with buffing or reworking older perks. There's a lot of potential in the weak perks that can be realized with a bit of tinkering, even if they aren't the absolute best in the end.
Side note: Combining perks is also a good option, but only for specific perks. I personally believe Buckle Up should be added onto Empathy's effect, and then give Buckle Up a whole new effect.
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I dunno, it sounds like a cool idea but in practice I can see it being intrusive and not very helpful since you can’t know if a Survivor sees it. At least with scratch marks, you can strategize a bit, but there’s not much you can do with a red stain besides, well, get rid of it.
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I wouldn’t say it’s abuseable. Sure, Fast Track could stand for a slight buff but this doesn’t really help it much, as the Killer typically leaves the hook immediately.
If you wanna buff it, add an extra token or two so people can get more consistent value out of it.
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As much as I’d love to rant about Monstrous Shrine, No Mither takes the cake in missed opportunities. Its actual phrase combined with David’s rugged personality opens the door for so much potential in this perk, but the devs decided to make it a joke perk. Just… WHY?
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I think the devs could stand to do a test. The game is approaching it’s fifth anniversary, why not play with fire?
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I’d like to improve on this a bit.
- Instead of a speed boost, the unhooked Survivor should lose their hitbox (like Dead Hard i-frames) for a few seconds to prevent them from being struck, body-blocking with BT, or being sandbagged by their teammate.
- For gen rushing, Killers kicking gens should apply instant regression at base to discourage tapping mid-chase. About 5% should do the trick. Also, Survivors should spawn close together at the beginning of the match to lessen the chances of having four Survivors working on different gens immediately going into a match.
Lastly:
- The hook timer freezing based on proximity should be smarter. IF the Killer is within range for a specific amount of time, the timer will freeze UNLESS there are Survivors harassing the hook at the same time, and so on. Something to make it hard to abuse.
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I would be afraid to buff it as to not encourage camping the basement, though I find the idea of it affecting all hooks particularly favorable. Maybe it has an effect when hooking Survivors on the same hook (or wet hooks, as I like to call it), sorta like a miniature Devour Hope if you know what I'm getting at.
Monstrous Shrine
The hooks dripping with your prey's blood have aroused the Entity's interest.
When you hook a Survivor, the aura of the hook they were placed on becomes highlighted in a white aura, and Monstrous Shrine activates for 100/110/120 seconds. Hooking another Survivor on a highlighted hook refreshes the perk timer and earns you a token.
Once you've accumulated 3 tokens, when a Survivor rescues a teammate from a highlighted hook, the Entity will lash out and injure the rescuer if they are healthy, leaving them Incapacitated for 45 seconds.
All accumulated tokens are lost when the perk timer reaches zero.
...or something like that. The idea is there.
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As the others have said, NOED secures kills but rarely slows the game down. Survivors, especially solos, are more likely to abandon their teammates unless you can snowball. I only think it should be reworked so it can be more versatile because, without Blood Warden, it's pretty mundane and braindead. I respect your opinion though. It's really not that big of a deal if I die to NOED.
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Probably unrelated, because I was playing late at night. We were up against a Ghostface and I could see him rustling through the corn and peaking to stalk. I literally get off the gen and point at the Killer for this Steve, then REVEAL him, and this man still doesn’t get off the gen. He didn’t get exposed, but he was downed in less than ten seconds anyway, followed by a rage quit.
I think playing at night is just not a good idea.
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Kevin Hart
His wiggling sounds are him just wailing in a total panic
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It’s a fun map in my opinion, and I feel like I can easily take on any Killer with a decent chance of survival on this map. People just hate on indoor maps because they’re inferior to outdoor maps. That doesn’t mean they’re the worst thing ever (unless it’s Lery’s)
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Oh no, here we go comparing killers again
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Not that I have much experience on Legion, but I would recommend Deathbound to let you know where Survivors are healing together. It's also a good combo with Discordance, as it forces Survivors to stick together for a while. A bit gimmicky, but worth a try, I feel.
These are all good though. Very uniform Legion builds.
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I do appreciate some good perk balancing, however, I've got some gripes with a few of these.
We're Gonna Live Forever
Yeah, WGLF stacks are harder to get than with BBQ, but I think that's just the nature of the perk. I don't see a point in adding all of these conditions when you're better off running an Escape Cake. Besides, as WGLF is now, it encourages Survivors to body block and go for slug saves.
Dead Man's Switch
Shockingly, I think this makes the perk weaker. Also, taking the obsession part of it away removes its gimmick potential. I want DMS to be buffed, but this ain't it chief.
Dying Light
Would be excruciating to face, especially against a Legion or Plague with Thanato. Also, the exit gate slowdown doesn't really do much, as it only adds an extra 4 seconds.
For the obsession thing, it gives the perk a gimmick which is fun to mess with... if done right. Old Remember Me was very good, but they nerfed it to the ground following the EGC update. DMS is a cool concept but is just an experiment gone wrong. Dying Light was a rushed change from something unhealthy, though I feel they could do better.
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Killers turning into static items is hard to work with because of how little time the Killer has to idle, which is why Insidious is such a bad perk outside of camping.
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TruthTheDeceiver, my name on the forums. I’ve been looking for a way to see for so long!
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I think it’ll work like so:
A boon totem spawns in the trial, either at the beginning or when the perk’s condition is met. The totem can be destroyed by any Survivor. The totem itself:
- Creates a passive effect that is both positive and negative. You are given the option to cleanse it when you can no longer bear the burden if the game gets intense.
- OR, it causes an immediate effect after it is cleansed that lasts for a temporary amount of time.
Some extra notes of mine:
- Hex perks override will boon perks if the Killer theoretically runs all hexes plus Haunted Ground. OR, Survivors can manually light a dull totem into a boon.
- Survivors receive the Cursed status effect when affected by a boon, which activates Soul Guard.
- There needs to be countermeasures to prevent teammates from sabotaging each other’s boons.
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I agree with everything. People seem to just blow up over the littlest things just for attention or whatnot. Yes, they are problems in the game, but are only game-breaking when people exploit them, which is only on rare occasions and the people doing it are usually genuinely toxic a-holes who you shouldn’t listen to.
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Playing so well that my teammates message me (on PSN) to compliment me.
Also, dying for my team after an intense game. Being the martyr is such a privilege in my eyes, because it means you and your team played super well, often with little to no communication, just good game sense 👌
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Good grief, Nemesis is pretty dang good. I have no clue what world you’re living in but throughout all of my Nemesis matches, I never once believed I lost or won a match because the Killer was under/overpowered. They just need to keep working on his zombie AI and personally I think he’ll be great.
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@VonCrow said:
Boil Over
Keep the actual effects. Add a new feature:
- For every hooked survivor in this game, you gain a 3% wiggling speed.
Dance With Me
- Reduce the cooldown to 20 seconds,
Trial of Torment
- Remove the yellow aura reveal.
Surge
- It also triggers with killer's powers.
All is good, except I personally think Boil Over is fine, even if it’s map-dependent.
You also misunderstand ToT. The generator aura reveal allows different types of gimmicks and combos like Dragon’s Grip or Overcharge. It’s also to let Survivors know that the Killer is Undetectable and create tension, which is uniform for stealth perks with the only exception being Insidious.
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If you like to have fun :)
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I think he’s pretty balanced.
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@Milo said:
I would swap Rusted Jaws with Setting tools (their secondary effect) in their rarity, but other than that this looks great.
Yeah, I figured Rusted Jaws would be one of the weaker ones but I can’t really swap it with Setting Tools because then there would be two tool add-ons in the same rarity.
Glad you like it though :)
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It almost looks fake, dear god
I had it bad, but not THAT bad
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It sucks, especially because I’m actually taking the time to learn Trickster on PS4. Can’t hit knives to save my life because the game freezes when I use my power.
On the flip side though, the game’s FPS seems to have improved (in game at least, it still hiccups during lobby transitions and stuff). When it’s not freezing, the game doesn’t noticeably stutter like it used to. Could just be superstition if someone else could confirm for me.
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I love Eruption so much :) It’s so satisfying
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@TheMadCat said:
"[...] whoever writes the perk descriptions isn't good at it."
That's rude. It happens not to understand something, it doesn't mean it wasn't clear at the beginning.
You could just have asked the meaning of the perk instead of saying the one who write it "isn't good at it".
Honestly though, as a writer, a lot of the descriptions in this game are incredibly complex for no reason. Just look at For The People, or Aftercare. They could be explained so easily but are really janky-looking.
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All I want is to see my allies’ perks. I like to create perk builds that require teamwork, so knowing what my teammates are running could help me run a build to compliment theirs.
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I run Distortion regularly and I think an easy buff to it would be to just let it replenish all of its tokens every time a gen is popped. Another QoL buff that wouldn't hurt is allowing it to work on Survivors within 8 meters as well so you don't get revealed near teammates and/or Nurse's Calling.
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They should just make hexes either spawn furthest from Survivors or only light up when it comes into effect (ex. Survivor touching a gen with Ruin or gaining a token with Devour)
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I freeze every time I whip with Nemesis. Also every Survivor DC'd on my first game. Feeling good.
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Kate should be a free character because Windows is simply a must-have for new players
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Just because it makes no sense, doesn’t mean people still won’t do it 😳
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You could say the same about a lot of perks that they “take no skill to use.” Y’know, perks helping you in the game is kinda their job.
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Just a quick note, reading this is an absolute nightmare. You don't need to create a new paragraph at the end of every sentence.
Anyway, the Killer's power is very interesting. I like the idea of creating a small arena for yourself that's consistent in every map so you can run it easier, sort of like a portable Killer Shack that you could modify to your liking. It's almost like Minecraft's Nether in a way as well, where you can use it to traverse the map as a Survivor but risking being trapped. Overall, cool concept but what I just said is probably incorrect because deciphering your post was a challenge.
Perks
The Killer's perks are really nothing spectacular. I feel like you could definitely be more creative with these, especially since none of the effects have any relevance to the flavor text.
Death Could Be An Escape is a bootleg Rancor that, unlike Rancor, has not even any gimmick potential. Its only use is to secure kills, which at this day and age isn't the Killer's objective, especially during the endgame.
Hex: It's Your Funeral... the puns never end. It's definitely useful, but, again, its lack of versatility and synergy with existing perks (besides other hexes) makes it a bit of a let-down.
Drafted Death is a strange one. Nevertheless, it suffers from the same issues as the previous: lack of versatility and synergy. However, I think you could expand on this concept and create a simple, yet useful perk that speeds up your ability to survey the map, like a passive speed boost or enhanced hearing while out of chase.
As for the Survivor:
Bleeding Reader: As appealing as the concept is, the Killer will find and chase you regardless of if you're healthy, faking or not.
Researcher: Also an interesting concept, but overshadowed by the Bloodweb. The Bloodweb! Of all things! If you want a higher rarity item, equip it at the start of the match or use Plunderer's Instinct.
Curious: Useful, but overshadowed by numerous other perks.
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@Cinderblock said:
Getting a little annoyed with them removing the characters' expressions. Ace's smile, David's smug, Laurie's fear. >:(
I'm hoping this means they plan on giving them all new facial expressions in-game instead of perpetual, emotionless expressions with a few moderate exceptions
