Trwth
Trwth
About
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- Trwth
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Comments
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I welcome this change. It’s gonna be great for my obsession hunter build using Make Your Choice and Furtive Chase.
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Huntress is just all-around good. Plague is a close second. Slinger excels on smaller maps. Trickster needs more buffs for me to be certain, because as he currently stands he... doesn't stand a chance.
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DS is a safety net, not a cure-all. Tunnelers are gonna tunnel. They'll throw the game for a single kill if they really want to. There's no way to stop it completely. None.
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I don't think it's that big of a deal, but I need to experience it for myself to be absolutely sure. But I don't think reducing the timer is the solution. After all, where's the fun in using a perk if it only works for a few seconds a match? Maybe just remove scratch marks and not blood? And don't just revert the change, because old Lucky Break was straight-up bad.
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It's another aspect of DbD ruled by RnG. They should make hexes spawn at the totems closest to the Killer and furthest from Survivors.
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Hopefully next chapter. Nothing's announced yet, but I sense a disturbance in The Force...
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It's acceptable, but I still believe No Mither should get a different effect so it's an actually useful perk. Old No Mither can be an offering or something.
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I would love to have more non-verbal communication emotes for Survivors. Killers would be cool too, but it'd be a lot harder to get since Killers generally don't need to communicate to Survivors.
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Aside from a few things, this sounds a lot like Home Sweet Home with the weapons and all
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Because DbD has procedurally generated maps with set tiles and landmarks, it’s totally possible for them to create a sandbox kinda thing. I’d be all over it for sure.
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I’d say no, but I can’t actually give you a reason why. It just feels appropriate to me to have it that way.
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It's a strong perk but not game-breakingly strong. Survivors can have strong perks to track stealth Killers, just as Killers have Whispers and BBQ to track stealthy Survivors. At its strongest, Spine Chill prevents grabs and creates vault speed build.
I'm open to debate though. I've been wrong before.
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In this case, keys would not be an item, but a game mechanic, and a niche one at that. It would definitely alleviate the key struggle a little bit but some of its problems are still present and it also makes use of the key uninteractive as well as adding another luck-based mechanic to the game (like we don't have enough already).
Keys need a full rework, as does the hatch. I'm confident this is what the devs are up to, as simple changes just won't cut it.
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I agree with a majority of what people are saying here. The models look very good! I have a few gripes, like Dwight looking like an anime protagonist and Claudette's hairstyle change, but either they'll be addressed or it'll grow on me. I'm very eager to see what else they'll bring, especially with characters who've needed updates desperately like Laurie and Quentin.
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And you're not? A bold statement from someone with 7 posts.
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I don't know if it's just me, but with her new hair, she looks like a guy.
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@miketheratguy said:
Where can one view all of these changes?
Here:
https://twitter.com/DeadByBHVR/status/1388208319182036993 -
Even if they throw the entire game, watching them play is always a sight to behold.
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@TypicalIllusion said:
https://forum.deadbydaylight.com/en/discussion/comment/2152234#Comment_2152234
and the game is losing nostalgia and it just doesn't feel like old dbd anymore. I know these are minor changes but look at dwight
Sorry to beat a dead horse, but I just wanted to get this out there. Nostalgia is not a good reason to be afraid to move forward. What keeps popular games popular (like CoD or Minecraft) is the fact that they're always evolving, always improving, and overall being good at what they're doing. BHVR is far from the best, but since DbD is arguably the most notable asymmetrical multiplayer game out there, it's going to be a while before the waves of bugs, toxicity, and balance imperfections become a memory.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2151197#Comment_2151197
I have to disagree with this because sometimes the killer will choose to tunnel the survivor off hook even with BT.
Tunnelers are gonna tunnel. There's no way to fully mitigate it.
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The base game should have an anti-tunneling measure that causes the unhooked Survivor to avoid all damage and have no collision shortly after being unhooked, meaning the Killer can walk straight through them and attacks will also phase right through them. This way, body blocking is impossible with BT unless it's after the hook immunity.
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Spirit's so easy to use that I would put her over Nurse. But Nurse's strength cannot be denied.
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I will have a heart attack if a Doctor with that skin starts chasing me
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Are you looking at the wrong side? The right of the gif is the new model, not the left.
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All of the perks here are designed to directly counter specific Killer perks, which is bad design. Apologies for the negative reply and no hard feelings.
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No Mither needs a completely different effect, my friend. Its ship has sailed.
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Coin: Is fine as is, though there needs to be some sort of indication that the Survivor you hit is exposed.
Iron: This is exactly the change it needs. I use it often and it's quite nice, but the extra seconds are super necessary in order to get consistent value from it.
And Breakable Walls... this change would be cool if breakable walls weren't placed in obvious spots already.
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Quentin and Laurie.
I also hope, though unlikely, that Laurie gets a new voice. Her scream is hard to listen to and the noises she makes do not sound human.
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Oh god poor Charlotte
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Hex: Martyrdom
A hex that harnasses the wrath of the Entity.
You become obsessed with one Survivor.
After hooking the obsession 3 times, a 80/70/60-second countdown begins and up to two dull totems in the trial inherit Martyrdom. If either of the two totems are not cleansed before the timer ends, the Entity will lash out and injure all healthy Survivors.
The remaining hex totems return to their dull state after one of them are cleansed or the countdown has elapsed. Martyrdom permanently deactivates if there are less than two dull totems remaining in the trial.
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Recover... while... running...? Like, downed Survivors on their feet recovering...?
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@Holylock said:
The problem I see with this idea is the fact that the killer avoids a survivor because he is an obsession
True, but not every Killer runs an obsession perk.
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I think BHVR could stand to do a test with Killer able to see individual hook states. They did it with Bloodlust and survived.
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I don't want to overcomplicate Doc's power, but your second one gives me an idea for Tier 3.
So, you know how at Tier 3 you always scream randomly? I'm thinking, what if instead of making screaming random, illusionary Doctor's will spawn around you and give chase. When they attack you, you'll scream and all illusionary Doctors disappear. The longer you go without screaming, the more fake Doctors appear. When snapping out of it, the illusionary Doctors freeze and your field of view will steadily decrease. Once you've snapped out it, everything will go back to normal.
Kinda complex, definitely a mouthful knowing how BHVR explains powers in-game, but I think it'd be very cool.
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One of my favorites. It works with my anti-Ruin-Undying build flawlessly: Better Together, Spine Chill, Soul Guard, and Repressed Alliance.
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- Mawile (my name is actually a reference to them, being the Deceiver Pokemon)
- Gen 5, Black & White in particular (didn't play the second)
- Chairman Rose Battle Theme. Sword & Shield has a boppin' soundtrack
- Mega Mawile, Gliscor, Luxray, Kommo-o, Weavile, and Mimikyu (tricky physical attackers)
- Also Pokemon Black. I also played on my sister's Platinum for a little, but she had already beaten the game, so it was really just me beating the Elite Four over and over again. Funny story: her strongest 'mon, a LV100 Infernape, only knew 3 HMs and Fire Blast.
I'm hoping for a 3D Black & White remake sometime in the future.
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I think it's intentional they do that. I use Better Together often and my teammates usually come over as soon as they can. You might just be unlucky. Trail of Torment is so uncommon that people wouldn't expect it over Better Together. Besides, once someone knows you have Better Together, Trail of Torment is out of the question.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2143440#Comment_2143440
That sounds like a very BHVR thing to do, just so they could avoid making the grind easier
It's all they really can do now since they removed deep wounds from perk tiers. I wouldn't be opposed, though I would appreciate MoM getting another effect, particularly one relating to being the obsession. We need more perks like that.
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I use Mettle of Man on my David, paired with WGLF, DH, and Babysitter, and it works out okay. It's not a perk you'll get value from every game, but it is fun to use when the time arises. It's also good practice for taking protection hits, which is another thing.
I think MoM is alright, but it could definitely use some love. I was thinking about removing the aura reveal, add a deep wound from getting hit with Endurance, and an additional effect relating to being the obsession (like revealing the Killer's aura to your allies when you get hit or something)
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2143447#Comment_2143447
It does tho.
Endurance will not allow you to go down. NOED cannot down you in one hit while BT is active.
You only get Endurance while injured. With Mettle of Man at least. It's in the perk's description.
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I just recently got an idea for an Autodidact rework. This is coming from someone who used to use Autodidact regularly, and I know how to not make perks complicated. Here's what I got:
Autodidact
When healing a Survivor without a med-kit, receive a difficult skill check every 3 seconds. Each successful healing skill check grants a token, up to a maximum of 5 tokens.
Each token provides an additional 2%/3%/4% healing progression on a successful skill check.
Failing a skill check causes you to lose all your tokens.
Sorta works like Brand New Part in a way. I figured this was the best way to make it work consistently without making it broken or clunky to use. As long as you can hit hard skill checks, you'll make a fine healer :)
And a neat little trick you can do if you can't rely on Auto, use a med-kit. I use this tactic even now if I'm low on stacks so I don't get screwed over by RNG.
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I think Victor should trigger things like Spine Chill and be revealed by aura perks like Kindred and Alert. As the devs have stated, he is not a power, so technically these should apply, and I think it would be really cool if they did.
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I had a similar idea a while back that made it so that all vaults near regressing gens would be blocked, to create synergy with Ruin. The feedback wasn’t good. But this is a little different. I could see it being handy when paired with BBQ or Thrilling Tremors. The extra padding for use during the endgame is also appreciated. I wouldn’t be opposed to this change.
If it were up to me, I would take current Cruel Limits and increase the time from 30 to 60 seconds, as well as blocking not only windows, but pallets and lockers as well, essentially turning the area around the gen into a dead zone, which is how the perk should be.
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While I appreciate the creativity, some of these changes are way too over the top. With the exception of Iron Grasp and Mad Grit (maybe Flip-Flop too), all of these perks are fine the way they are. For the Survivor perks, they're not designed to have immediate effects unlike most other perks. They're situational because they're good at what they do. They don't need extra fluff to force their effects out. Again, except for Flip-Flop.
As for Killers, I like that you're thinking creatively. However, they suffer the same flaws as the Survivor ones.
Agitation: I think increased pick up/drop speed is a fair change, but being able to pick up/drop while moving is a different story. It's... interesting. I wouldn't be opposed, but I can't help but feel that this overcomplicates an otherwise simplistic perk.
Iron Grasp: Simply too complex. Increasing its values is an okay change and maybe adding some other small things (like shorter attack cooldowns or losing collision to be able to walk through body-blocking Survivors, things that make sense) would be okay. Denying pallet/flashlight saves completely, while not being overpowered, is just suffocating the perk with too many features.
Mad Grit: Good change. Nothing much to say here.
Starstruck: I wouldn't be opposed to swapping out a cooldown for a down. I would just be cautious, as we wouldn't want to make this perk too oppressive (though I doubt it would be).
TL;DR Creative approaches. Personally, I think the changes are a bit over-the-top, but I'd be willing to test it out if it were possible. Just make sure that when you make/change perks, you don't add so much to the perk that it feels awkward to use or difficult to combine with other perks.
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@zacattak48 said:
https://forum.deadbydaylight.com/en/discussion/comment/2109192#Comment_2109192
Whats the point of letting the killer know when a vault is about to be blocked lol. Tahts useless. All you have to do is count to three.
I’m just tossing out ideas. The pallet part is what I’m more keen on. It’ll let you know when a Survivor is camping a pallet or going for another loop around, especially around jungle gyms.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2109192#Comment_2109192
I thought mine would work to because since the entity blocks the window faster and it breaks pallets your aware of your surroundings so you adapt and take advantage of it
It would be possible if other perks didn't cover both of the effects suggested (Hex: Crowd Control and Spirit Fury). Zanshin Tactics is an information perk. That said, the information it gives needs a buff, because Windows of Opportunity for Killer just isn't good enough.
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That would make Spirit Fury sink into the abyss.
Zanshin in Japanese martial arts is about awareness and alertness, so I thought it'd be cool if the pallet aura will change color when a Survivor is under it. And maybe the auras of windows will become more intense the closer it gets to being blocked from being vaulted too many times.
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2109078#Comment_2109078
Sole survivor prevents your aura from being shown which directly prevents OoO from activating. Since it only works if the killer can see the OoO user’s aura. Also, OoO already notifies the user if the killer can see their aura since it will light up and reveal the killer’s aura. So in reality, Sole survivor would both redundant and counter productive to OoO and by itself.
Very true, very true. So maybe not that. Kind of a shame because I'd really appreciate more perks like Distortion or Off the Record in the game.
As for your rework, I like that it synergizes with Decisive Strike. To make it a little stronger and more true to its original design, I'd increase the wiggle speed only for each killed or sacrificed Survivor (or neither, and make it hooked Survivors instead to counter snowball) and also increase the stealth time from 6/7/8 to 6/8/10 because that's the norm for similar perks like Poised and Self-Preservation. The Breakout safety net is also unnecessary. It's a rare perk already, and if we have the above conditions then it shouldn't be a problem (and it'll reward losing teams for altruism).
Sorry for the ramble. I just think conceptualizing perks is pretty fun.
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Sole Survivor should just work similarly to Fast Track where you get stacks when other Survivors are hooked, but each stack is permanent and reduces the range where the Killer can see your aura. Still synergizes with Object, but is still usable without it. I also think Sole Survivor should work like Spine Chill and alert you when the Killer sees your aura.
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I disagree, because this would encourage people to play selfishly and abandon their teams. Keys aren’t like moris, so nerfing them isn’t easy.
However, the one thing it definitely needs is an unlocking animation so Survivors can’t just jump into the hatch in the Killer’s face without fear. You’ve got that right.