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UncannyLuck

UncannyLuck

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UncannyLuck
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  • @Nickenzie said:
    WGLF should only award a stack if you perform a safe hook rescue so survivors don't swarm the hook lol.

    That would just make BT mandatory for WGLF, unfortunately. WGLF does not need nerfs and that'd qualify as a nerf.

  • @HellDescent said:
    They should give killer an ability to grab a survivor and kill him when he's within 12 m from the hatch like tombstone Myers or survivor will be automatically sacrificed if he fails to escapee 5 minutes later the 3rd survivor died. Unless all the gens have been completed.

    Honestly the tombstone auto-sac sounds reasonable to me. It prevents the hatch stand off, which is the aim

  • I think if they made the initial penalty not as high it'd be usable - maybe have it max out at 4 tokens too.

  • Survivor or killer? You could always switch to the other and see how their queue times are.
  • The problem with it right now is it's a net negative unless you get 5 healing checks, which means it'll usually be a detriment to your team.

    1st check: -25% (-25% of a bar healed overall)
    2nd check: -10% (-35% of a bar healed overall)
    3rd check: +5% (-30% of a bar healed overall)
    4th check: +20% (-10% of a bar healed overall)
    5th check: +35% (+25% of a bar healed overall)

    This makes the level 1 version of the perk really bad, as it takes 8 healing skill checks total for it to not be a net negative. It should probably either be re-worked completely or the starting penalty shouldn't be as severe.

    Level 1s are supposed to be bad, only compare tier 3s
    No perk should be so bad that it'd be better to leave the perk slot empty. Like, this isn't even an opportunity cost thing - it's just straight up detrimental. Also the values I used were for tier 3.
  • Yeah they're soft counters. The only thing that hard counters healing is Madness 3 I believe. Well and No Mither lol. Actually I guess if they ever make a perk that applies the new Broken status that'd be a hard counter.
  • How are the things listed not counters? What do you think a counter is?
  • Uhh.. exhaustion add-ons counter exhaustion perks, but I get not everyone has those. Coulrophobia and Sloppy Butcher counter SC pretty hard as does Nurse's.

    I'll give you that DS doesn't really have a (reasonable) counter though. "Don't pick up the survivor" is not a counter just like "don't get found" isn't a counter. That's why they're nerfing it someones soon.
  • The problem with it right now is it's a net negative unless you get 5 healing checks, which means it'll usually be a detriment to your team.

    1st check: -25% (-25% of a bar healed overall)
    2nd check: -10% (-35% of a bar healed overall)
    3rd check: +5% (-30% of a bar healed overall)
    4th check: +20% (-10% of a bar healed overall)
    5th check: +35% (+25% of a bar healed overall)

    This makes the level 1 version of the perk really bad, as it takes 8 healing skill checks total for it to not be a net negative. It should probably either be re-worked completely or the starting penalty shouldn't be as severe.

  • Sure - it just looked like that thread answered a few of the questions like "What's the official statement from the devs about her?" since they wouldn't be improving those things if they thought the current state was good enough.

    Also, forgive me if I'm wrong but how is UE any different than just walking away from the spirit? I dunno if I'd call that perk a counter like IW / DwM / Q&Q are.

  • You could always play ultra hardmode: no perks + die on first hook.

  • @ZombieGenesis said:
    I think people are going to need to come to grips with the fact that we'll be getting no spirit buffs.

    https://forum.deadbydaylight.com/en/discussion/comment/137208/#Comment_137208

    Also, I think this idea is neat.

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