UndeddJester
UndeddJester
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@[Deleted User] said:
I'm not convinced arming his randomly placed Bear Traps will be of much help. It might catch someone off-guard early on, but you probably won't reach them before they escape from it. I'd much prefer Trapper to start with 5 Bear Traps, and no longer have any in the game world that spawn. Trapper needs to be a little more consistent I think.
I think having traps in the trial map for him to pick up is fine, but I'd be very much on board for him starting with 4 traps or so in his hands at the start of the trial, just to get going quickly. I often suggest Trapper Bag as a preferable buff over the much requested Trapper Sack for this very reason.
Even if this starter bonus doesn't change his carry cap, and is a literal early game quick start that once he puts them down he can't back up to that number again, that would be great.
I also like the idea of a hard skill check when disarming his traps, where failure causes the survivor to be wounded like Bloody Coil (Bloody Coil itself just simply always injures regardless and applies deep wound in the event of a failure/already injured).
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I could totally see Speed Racer accommodating DBD killers really easily... but I might be showing my age.
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The cross of the fair killer is a hard one to bear.
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Personally I like killers feeling like a strong threat as a soloQ player.
Watching the killer getting run in circles by a coordinated SWF tends to be kinda boring a lot of the time, and the fun instead comes from goofing around and screwing over the killer, such as using crap like Plot Twist with Power Struggle and Flip Flop, with a teammate using the threat of background player to buy time. It's funny, but it doesn't create the atmosphere I usually want in DBD. Usually the SWF game is lost by said attempts to mess with the killer going awry.
Frustration with SoloQ teammates therefore comes with the territory. Sometimes you will get amoebas that totally screw the pooch and make a game insufferable… you can also get games where every player is on point and killer gets totally smashed like they are playing vs. a SWF.
The average soloQ experience for me is tense… where you try to disrespect the killer at your own peril, and if you seriously play to win, it's a challenging, sometimes frustrating, but potentially very rewarding experience most of the time. If SoloQ always felt like SWF games… it'd be hard to ever take the game seriously as a survivor, cause everyone would and should jsut be screwing with the killer at all times.
Which coincidentally is the problem TCM is facing right now, and noone wants to play family…. which sounds eerily familiar to how old DBD was as well, where everyone goofed off playing survivor, and no one wanted to play killer.
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@Dlcollett22 said:
Texas is better though in every way so I don’t really care those numbers can always change btw they aren’t set in stone especially as the game advances overtime
Click to view the GIFI do hope Texas Chainsaw Massacre does well… but I'm quite worried where it's heading.
Also DBD is fine.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726165#Comment_3726165
Happy Cake Day/Forumversary! You are a most valued member of The Swine Society.
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726165#Comment_3726165
A big, fat BOOP to you friend!🐽
Arigatou Gozeimasu!
While it hasn't helped with managing my DBD obsession/life balance… I do want to take a moment to say thanks for being so welcoming to I… especially given my relatively short time with the game… a lot of communities tend to dismiss low hour players.
I don't exaggerate when I say learned a lot reading about Pig through all your posts over the first half of the year (including you guys @AbsolutGrndZer0 @Vanishlord and others here) . It was just odd talking points here and there, but I got inspired with a lot of little tid bits to try many things off it and realised just how much freedom Amanda has with perks just by virtue of the fact she isn't dependent on slowdown to keep the game going like other killers. I considered dropping a line here to this group pretty early on, but who wants to be the awkward noob knocking on the door right? 😁
Then of course we had the near destruction of our head traps, which forced our collective hands… all notions of shyness just died immediately… like a glorious call to arms 😅
I am still, and believe we should all, be very proud of that collaborative effort. The message was constructive, clear and fair… but also strong and unwavering as well. I consider it one the healthiest discussions I've seen in the forums, where even people who disagreed still respected the points being raised. While I don't hold an illusion it was our voices alone that swayed the change, I definitely think we presented a very strong argument that made that decision much easier for BHVR ^^
With that, I just want to say, may all your slow release toxins be pure, your head trap timers never falter, and your snoots forever firm in our never ending quest for boops. 👉️🐽
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Calm Spirit is gonna be interesting with Vecna's new perk... I think people don't realise how many times they disturb a crow in a game. Lithe users are gonna be pissed when they realise and will likely take this perk to stop that exhaustion effect.
But yeah, neither the whole silent chest/totem with the slower progress thing makes sense for this perk. It'd make more sense for that affect to be on a completely different perk specifically to do with totems, and just remove it from Calm Spirit.
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Hey... just realised it's my forum anniversary...
And my first game of DBD back on the 15th May 2023 solidifying Amanda as my maìn.
https://youtu.be/iq9EBb_3_bY?si=Z9Q_tvX93Wz8-UqaMy first ever kill... and I've never seen this happen ever since xD
Cheers to you all!
^🐽^ 🍷
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@C3Tooth said:
Grave of Glenvale
Gameplay:
https://us.v-cdn.net/6030815/uploads/VR525APW76QR/dbd-board-game-grave-of-glenvale.png
- There is a unique 4 ways of Green path that create the main route in the town.
- Reduce the number of Green path, with extra 2 Yellow path that dropping from upper stairs.
- The Route & Dead end are the most dangerous places to do objective.
- Breakable walls giving Killer the most strategy choice.
I think I've done enough. Im going to do something else.
They're all really cool!
I'll check my setup when I get back from travelling. Will you be keeping the print stored? Am I alright to hit you up once I figured out where TF I'm gonna put the Malicious Expansion box? 😁
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725821#Comment_3725821
Nostromo Wreckage
https://us.v-cdn.net/6030815/uploads/UN2WS25YOXIG/dbd-board-game-nostromo.png
Gameplay:
- Isolator ; Hypersleep ; Nostromo landing formed as the main building. I put the floor texture to make it clear.
- Each side of the main building has a vault that drop down to the outside (just like in game)
- A sneak path that goes around behind the small ship Narcissus (just like in game)
- An additional path behind the ship to not make Left wing a death corner, also to keep the rule of each room must have at least 3 paths.
Ha! Awesome 😁
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@C3Tooth said:
@UndeddJester Can you guess the map through this layout?
...hmmmm... Ormond?
EDIT: Wait no CE already has Ormand... hmmm...
I dunno if the blue is a clue... big central structure though with 2 generators and pallets...
Coal Tower leaps out at me, but that's Macmillan so I'm struggling a tad xD
Red Forest maybe?
Edit 2: No! No vault from main! Temple of Purgation! That's my final answer 😁
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725721#Comment_3725721
Except MacMillan where it has 11 rooms and 4 Yellow paths. Other 3 maps have 10 rooms and 2 Yellow paths. I think this is the standard of maps, while MacMillan being the beginner friendly.
I listed other 3 maps and they have a general rules applied to them:
- 18-20 paths total (3 ways path count as 1 path)
- 2 paths are Yellow, the others are between 5-7 paths
- 4 breakable walls
- Main room that connect to 5-6 other rooms.
How I decide to make paths is first to setup the map layout and decide how hard or easy to move between each area or rooms (as I did with Lery that you can see the Lobby is harder to move through than the bottom side. Or Coldwind has Backyard as a deathzone) I still play around with colors before making final decision.
I just finish drawing these and not play them yet. But Im sure these map would work.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725709#Comment_3725709
Its DBD board game, fun to play with friends. Currently they have Basic game (7 survivors, 6 killers, 2 maps), Collector game (+10 survivors, +10 killers, +2 maps), and in this summer they will release Malicious game (+4 survivor, +3 killers, +2 maps).
Playing these alot, I found out keep playing the same maps making it boring. So I decided to create more map for us to play. And I would like to share them with others.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725705#Comment_3725705
You have Basic game or Collector one?
Shrewd... I havent studied the maps in such detail... the result looks awesome.
Don't suppose you have a particular print company in mind to produce the boards?
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725729#Comment_3725729
I have the Collector one! Have preordered the expansion too
You definitely need to round up some
victimsfriends -
You legend! Very nice work... I am very interested indeed, though I might need to work out how I'd go about storing extra maps 😅
I'm curious how you went about deciding on the links/paths and item placements... your little map descriptions are a nice touch... play tested? 😁😁😁
Regardless, I'll have a look at my setup when I'm back from travelling and hit you up if it works for I 🤘😁🤘
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@Atsuka_Anarchy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724612#Comment_3724612
All us Pig mains gathered at the great supper. Have it documented for centuries that as we all ate one person oniked “Some of you will betray us”.
@Nun_So_Vile 😂😂😂
This person we ate, they are on the table with an apple in their mouth yes?
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Let it slide off your shoulders.
If I'm not in the mood, I just slap em immediately and force them to leave. If I'm more high spirited I do a pirouette and dance with my killer or otherwise amuse myself and play with my power.
The important thing is never take the bait, and try to express your frustration with headshakes or whatever, and never let them see you sweat. If they throw toxic crap in end game chat, say 'gg' and move on.
They can read what they want from your actions, but ultimately you're the master of how much you allow them to upset you... and if you decide you're not gonna let them get a rise out of you, they have literally no power over you.
🤘
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Hahahahaha, priceless xD
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I have a few fun ones for Pig I've been playing of you're interested 😁
@UndeddJester said:
Hi Dalies and Mentlegen of Swine!
I'm coming up with new builds all tne time, and am having a blast not having to rely on on JMF and Combat straps to not get smoked at every pallet.
Just for giggles I wanted to share my current builds I'm having fun with on Pig.
1) Just for kicks
https://us.v-cdn.net/6030815/uploads/2W0O4HLB7DUZ/18e6b55522755-screenshoturl.jpg
All about them kicks. The idea is to try and ensure we're finding people around gens with NTH and try and get our traps out fast. Tampered Timer and Ruleset No.2 to ensure survivors can't take their time and we're keeping as many survivors off gens as possible to allow Oppression to regress generators.
2) I see your pallet...
https://us.v-cdn.net/6030815/uploads/3RMADN0RNEPX/18e6b55645d38-screenshoturl.jpg
The goal here is to chew through pallets as much as possible. If we get good Ambush chances we take them, but if not Nemesis and Game Afoot combined with Brutal Strength allows us to break pallets and keep in hot pursuit, while Deadlock ensures we can stagger our traps well.
3) I see you!
https://us.v-cdn.net/6030815/uploads/GS7U09EFKUJX/18e6b5590c362-screenshoturl.jpg
This builds attempts to get a commanding lead early using our traps as a tracking mechanism to secure a good number of hooks while still at 5 gens. Jigsaws Sketch let's us know who is working gens and gauge if you want to let it go for pops or interrupt for Ruin, and gives us another trap for whoever gets theirs off early. Lethal is there for extending our aura reads, and if noone touches a gen, we can still find people fast and get the ball rolling. The hope is anyone wanting to crank gens we can interrupt for Ruin, and Undying preserves our hexes. We take Face the Darkness to fake out a scream builds and give us auras to keep hounding those boxes if people insist on doing head traps first without popping a gen.
What builds are my fellow Pig mains playing with? 😁
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This would make No Way Out and Remember Me absolutely busted.
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I consider Spasmodic Breath a console add-on, one that allows you to score a hit, then finish off the down as an m1 killer.
30s sounds reasonable for this purpose.
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Hi all!
Probably pointless to dredge this up as likely no one other than me actually cares, but in the spirit of ensuring I'm not passing misinformation, I've continued developing my skills on my audio digital processing journey as part of my work, and do have a much better understanding of it than I did before... so I thought I would share for anyone interested.So regarding opening up a quiet audio file and increasing the gain of the audio signal, the simple up front answer is this is a perfectly valid approach to resolving the issue of quiet audio on most cases, and given the resolution of audio files, most audio files can be scaled quite substantially without any noticeable issues with distortion or artefacts.
The amplitude of the signal goes between 1 and -1, and an audio signal in essense defines the position of the speaker at a particular point in time during playback, in order to produce a sound. When adding gain, a signal that has a particularly sharp peak can hit issues when the peak goes over the limit, which then requires normalising or clamping the signal. This is obviously where the most pronounced issues in audio processing occur.
There is also gain sequencing, which refers to where in the audio pipeline gain is applied.
Part of audio processing pipieline takes the audio input signal, applies param EQ, compression and a limiter to the signal, all of which I only have a high level understanding of, but to give the idea:
- Parametric Equalising changes the volumes of different frequencies to balance the sound, effectively the balance of your treble and bass for the medium you're listening in.
- Compression will reduce the dynamic range of the signal, reducing the difference between the loud and soft sounds to make the audio have a more consistent (and usually more pleasant to listen to) sound.
- A limiter effectively caps the signal with the range, and basically ensures the signal fits within the desired range of the output speakers. You can make a softer limiter to smooth the cut off of the signal, or you can just hard stop a signal over the range. The compressor is a type of limiter, but is more of an artistic clamping of a sound, vs. the limiter which is more a technical make is work within this range change.
Alot of this stuff is feel and experience rather than exact science; and listening to an audio engineer talk about this stuff can be easily summed up as "applying the voodoo".
Regarding the debate in this thread, one thing to bear in mind is the order of operations. If you apply a gain before all these processing steps (the equivalent of applying our gain to the raw audio file in audacity), this changes the equaliser, compression and limiter behaviour away from what it was before. It is most likely fine still, but it will be different to what would be produced from the original signal applying these effects, and then applying the gain post processing.
So the TLDR version, it is very likely that simply boosting the gain in audacity would produce a result that is certainly good enough for DBDs needs... and we're talking differences that would be quite unlikely to be human detectable, let alone noticably worse in quality.
So as to why it hasn't been done, I honestly can't say... but its been interesting to learn about 😁🤘
Have a good one!
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@SMitchell8 said:
SO what will he do? Just m1 without a power as he doesn't have anything. Just Trapper without the bear traps.
@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724104#Comment_3724104
He tends to grab people before killing them could be a grappler or I made an old idea of a rage mechanic where the more gens stuns blinds that occurs the faster he builds rage to basically have spritfury for like a minute as well as other buffs
Back in my more fledgling forum poster months I did come up with something kinda similar myself…
Grabs and using the environment was basically the focus. With a more seasoned mind, this suggestion needs a LOT of refinement, but I still kinda like the spirit of it.@UndeddJester said:
My own shot at it:
To my mind Jason would have to be a stealth killer variant, but he doesn't really stalk like Myers or GhostFace. I'd probably aim for something a little closer to Amanda's stance switching, but with some stronger anti loop so he could have a greater focus on being an aggressive chase oriented stealth killer... not far removed from the Wraith, but without the rapid map traversal.
Jason has 2 stances, Hunt and Kill, Kill Kill stance, that he can alternate between any time. He starts the trial in stealth stance. It takes 2 seconds to transition between stances.
Hunt Stance (Secondary Killer Power Button):
- 4.2 m/s movement speed.
- Gains the undetectable status.
- Slightly stooped stance.
- Terror radius disappears over 2 seconds.
Kill, Kill, Kill Stance:
- 32m terror radius.
- 4.6 m/s movement speed.
- Breaks pallets and walls 15% faster.
- Can interact with pallets during chase to slam them down (Interaction Button). Slammed pallets that hit a survivor are broken, injure the survivor and inflict the broken status effect.
- Plays an audio cue "Kill, Kill, Kill, ha, ha, ha...." upon switch.
Pamela's Revenge (Killer Power Button):
- Lunge attack ending in a grab.
- +2.3 m/s movement speed. (6.5m/s from Hunt, 6.9m/s from Kill, Kill, Kill)
- 2 second duration.
- 0.8 second carry duration.
- 3 second miss cooldown.
- 10 seconds recharge.
- Will grab the first survivor it connects with. If grabbing a survivor performing non-grabbable/no actions, will carry them (similar to Wesker). Not connecting with an interactable object will slam that survivor to the ground for 1 health state of damage. Survivors put into the dying state will be picked back up immediately.
- Successfully grabbing a survivor off a window or totem will slam that survivor into the ground and pick up the survivor up immediately into the dying state.
- Successfully grabbing a survivor off a generator, pallet, or locker entry/exit, or successfully carrying them into a generator, pallet, locker or breakable wall will slam the survivor into the wall, pallet, generator, or locker, breaking/damaging it in the process before picking up the survivor into the dying state.
- Pamela's Revenge ends in Kill, Kill, Kill Stance.
I'm trying to aim for a focus on using high walls and LOS blockers in chase to facilitate mind games around the rapid transition of the red light via his stealth stance. Using Pamela's Revenge is in effect a more power lunge with a longer cooldown on miss. It's like Wesker bound, easier to aim, but only 1 attempt.
The hope is with it being available in either stance, Jason's main MO is to strike from stealth with a lunge for the grab instead of trying to sneak up close for a grab . He moves pretty quick as a stealth killer, but like Myers will be taller than Pig or GhostFace, so the danger is mitigated by him being generally easier to see.
I tried to incorpoate an idea of him using the enviornment around him, and being a killer that can burn survivors resources in the process. His anti-loop is to basically force survivors to throw pallets earlier, by virtue of him being able to beat them to the punch... with the risk of if he gets it wrong, he cuts himself off.
Not sure how well it would work... but slamming a pallet on a survivor is the most Jason thing I can think of :D
And I still think that slamming a pallet on a survivor is the most Jason thing that could exist in DBD… that and slamming their head in a locker :D
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I feel like Xeno walking out of a wall of flame is a little different to seeing Dweet crawling out intact from the plume of Rocket Launcher explosion….😅
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725086#Comment_3725086
Isn't Deathslinger also 4.4m/s?
You're right!
I seemed to be under the impression he was changed to be 4.6m/s at some point… I think I mixed that up with when he had his TR bumped from 24m to 32m in 5.3.0.Cheers for the catch! 😁🤘
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Is there a bad 4.4m/s killer right now?
- Huntress
- Spirit
- Chucky
- Hag
- Deathslinger (EDIT)
- Matchbox Nurse
- Tuned Carburator Hillbilly
The worst in that list is probably Hag... and she's not exactly a slouch of a killer...
People keep saying Chucky is ruined without his scamper... but I've seen some skilled Chuckys who look absolutely terrifying with the 12s cooldown... so not convinced 😨
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@siro said:
I dont mind the speed boost im talking about how it slides the tentacle and players hit objects, compare it to alien. Alien doesnt attacks the wall and slides the tail hit, why nemesis able to? Needs to be accurate as how the animation is. Players hit intentionally objects bc of how the power is made.
Well to build on my original post, the hit needs to go through because without it, Nemesis whip is really bad. Try to play Nemsis without sliding and you'll notice:
- The hitbox is really narrow, and easily avoided by survivors trying to spin or juke you.
- Your wind up slows you down and allows survivors to greed pallets and make it hard to touch them around terrain.
- It's very hard to hit over terrain and pallets because only the top hitboxes can hit the player, a simple crouch denies the hit... this is a problem even now, but at least you can start the whip while the survivor doesn't have good vision of you to maybe sneak a hit.
- You need multiple hits to actually injure someone.
- People can use your zombies even to deny you hits/whip charges.
- All the above slows your tier up progress, and once you get there, it doesn't really help you much when everyone can just wiggle left and right and make it super hard to hit anyone.
With all of these limitations the only time its good is in a locked animation, which means if you remove the hitboxes from his slide, there is literally nothing his whip has over Huntress, Xenomorph or Pyramid Head... and all of those killers also don't need any power up time or multiple hits to do damage.
If you wanna make the whip look visually accurate to what the whip is doing, such as having a blue mist hang in the air for where each of the hitboxes are/were, sure thatd be a great addition.
However if you're trying to actually remove the ability to do it, you're gonna have to seriously buff the whip in other ways to compensate for all its above weaknesses
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Haste is an extremely potent effect and something that should be used very sparingly... I dare say generally avoided as much as possible.
It has scenarios where its OK, but we definitely want to avoid powers and perks becoming a "just slap haste on it to make it relevant" type of deal.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724371#Comment_3724371
I can’t tell if you like the idea or hate it haha
Hahaha... it was a "Take me, I'm yours" level idea xD
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I could give my point of view... but it would be rude to step ahead of @radiantHero23 on this one 😏
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@SpitefulHateful said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724423#Comment_3724423
Gosh, of course, if I see a p100 Meg or Sable squad in flashy skins, equipped with 4 flashlights/toolboxes while wearing nicknames like PalletteHumper3000 or nicknames that suggest that the group plays together the first thing I'm going to assume is that they are super-friendly and they totally aren't looking to make the Killer's match living hell. And even if they do, I should totally abandon my self-respect and let them have fun at my expense. This is how game is meant to be played /s
This is how the consequences of toxic behavior work. People do get better at not getting involved with anyone displaying any red flags. There is no pleasure or fun in repeatedly shoving your hand into a methaphorical meatgrinder.
So I realise that in my post I come across as very combative and dismissive, and I am challenging you quite harshly there… so I do apologise if that post did indeed rile you up…. but to try to affirm my point and be a little more civil…
You have admitted there that you shop your lobbies; each time you do this you are making the conscious decision to find an easier lobby to play against. Now maybe you only ever do it to avoid teams that look like bully squads, and maybe you don't abuse it to just find easier games and are actually quite fair and reasonable regarding the lobbies you decide to dodge. Maybe you are spot on with your conclusions each time, and correctly dodge bully squads. I can't say, cause I don't know you…. but the fact is even if YOU are someone who doesn't abuse this, you still understand that there are people who do, and that this is a problem. What if every killer did this? Wouldn't be very healthy for the game, and ultimately the pre lobby would have to be removed.
Regardless of whether you excessively abuse this or not, the fact of the matter is, you don't know for sure that you are against a bully squad, and even if they are, you would be going up against a squad that has been determined to be about your skill level. Instead of facing that squad, you have instead decided to take control of who you face yourself, and to search for an easier squad to play against.
That is not exactly something that can be called very sportsmanlike on your part. That's fine, there is no rule that says you have to be, but there is a reason why unsportsmanlike conduct is frowned upon.
Imagine if a chess player rated 2400 on chess.com constantly dodged matches and insisted on only ever playing against players ranked 2000 and below. That player would smash those players every time, so instead of respecting their high 2400 elo rating, instead they are looked down upon as someone who is only playing to dump on lower skilled players. Despite the fact they should be respected for the high rating of 2400 elo, it doesn't mean anything if the only games they play are against lower skill players.
You may well be completely on the money that this is a team that will try to bully you, but you still only truly have assumptions, and you don't even know if this lobby is better than you. Maybe they are a bully squad, who suck at being a bully squad. However instead of playing that game, you effectively wimp out of even trying, with the consequence there is a decent chance a killer lower skilled than you ends up facing that squad instead via backfill. You might say "Well, they can just dodge too", but see the aforementioned point, what if every killer does this? This becomes a bit of a problem.
Whenever I play killer myself, I practice what I'm preaching. I never dodge, because ultimately, the point is to play my best, regardless of whether I win or lose, and even in losing, I've had plenty of games that have been a lot of fun. Have I been bullied in games? Sure, it happens… but each time I did my best, and in some cases I've absolutely destroyed that bully squad.
As I say, I don't know how much you lobby dodge, but to just look at a team and conclude you're not gonna bother to even try begs the question, why are you even queuing up at all if all you want to do is beat up on players lower skill than you?
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@SpitefulHateful said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724402#Comment_3724402
There is nothing lame about opting out from interacting with a potential toxic squad and avoiding the repetition of a negative experience. Nobody is obliged to waste their time on a group of people who treats them like garbage.
And you determine that by them doing what exactly? Having flashlights? Having toolboxes? Being p100?
So because you MIGHT meet a player who might try to annoy you, or heaven forbid, actually beat you, the answer is instead to fish for a lobby with default player skins with no items all at rank 1 to 3? Sounds pretty lame with a healthy dose of cope to me.
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@SpitefulHateful said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724349#Comment_3724349
Players created an environment where your entire worth as a person is defined by how "good" you are at the game. If you happen not to play like a god of DBD or struggle with a new killer, then in popular opinion, you deserve to be abused, BMd, told you're worthless and advised to end your life or uninstall the game. Gee, I wonder why players aren't eager to "test their abilities"?
Blame the community.
Click to view the GIFNah j/k😁
But in seriousness, lobby shopping is undeniably lame, even if survivors have made it toxic to play killer, it should not be used as an excuse to stoop down to the same level or as a shield to defend it.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723999#Comment_3723999
Pamela being a skin would be interesting, but I’d rather her be a voice over when playing Jason.
Having her say things like “make them pay for that, Jason” when stunned and cheering him on for getting a hook would be very fitting and more immersive.
Yikes… Trying to contain my inner Jason fanboy got really hard after reading that sentence….
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@WolfyWood said:
Why is it that survivors giving up on hook is such a hot issue right now (has been for awhile) and yet I don't see the same energy for killers cherry picking lobbies?
I feel as though the rhetoric used to denounce going next could be easily applied to profile inspecting and lobby dodging and yet I feel as though there's not as much buzz.
How come?
I'd assume it's because the negatives aren't as apparent as someone going next in the middle of a match but I'd argue it's equally as damaging.
I also believe that if survivors should lose the ability to die intentionally on hook then killers should lose the ability to inspect profiles and leave lobbies without eating a DC penalty. And before anyone says Us Vs Them keep in mind this change would apply to survivors too.
This to me would be a fair implementation of 'playing the match you queued for."
Does it need to be one or the other? Why not condemn both?
I consider lobby shopping pretty scummy, and a sign the killer has no belief in their own abilities, nor any desire to grow as a player. It messes with the matchmaking queue, causing disruption to MMR system via backfill with all of those associated issues, and simply shows them to be pretty spineless, sad and pathetic.
I do however condemn suicide on hook more, simply because the effect is greater. It's not even the killer side you're punishing, you're punishing the rest of the survivors in the trial. At least with lobby shopping the argument can made that the immediate damage you've done is only minorly inconvenienced the opposite side and made them wait maybe 30s for another killer to join. With SoH, you basically threw every other survivor on your own team under the bus and left them at the mercy of the killer, all because you couldn't be bothered to sit on a gen and/or run the killer as long as possible before you died.
If you aren't gonna eat a DC penalty for being a baby and kicking your toys out of the pram, at least play super aggressive and/or run the killer to corner of the map to at least try and be useful before you leave the game.
That's how I see it. Both are dirt piles, but survivors who abandon their team are absolutely a higher level of filth.
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Hahahaha, can you imagine getting one of the forbidden killer combos. Something like Scratched Mirror and Tombstone Piece Myers... hope your perks save you, only to end up with Infectious Fright, Coulrophobia, Unnerving Presense and Insidious... 💀💀💀💀
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723750#Comment_3723750
Ok, just wanted to be sure and yes, it still has the speed bonus as far as I know.
And about the minimum participation requirement, I did mention it in the original post.
Somehow I missed that... fair shout that man! 😅
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@SoGo said:
Sorry to interrupt, but which version of the perk are you talking about? The PTB version or the theoretical one created in this discussion?
Just to be sure.
I was referring to the PTB version.
It still has the teammates reducing the time of the invocation effect does it not? (I don't have access to the PTB, I have to watch a variety of content creators to see what's up).
I prefer your suggestion of having it be 60s, and grant a bonus for people who join the invocation, but probably would need a minimum participation requirement so people can't just sit down at the end and amplify the effect.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723674#Comment_3723674
i don't think invocations should just be free mindless perks that you equip with large advantages. they should be strategical perks that you build around and strategist to earn you victories. that is just my opinion.
Think of it like hex:devour hope of survivors.
I don't think co-op function matters in new version. if anything, it is waste of time. Just do the gens, the invocation is unlikely to get interrupted anyway.
Sure, and having an associated weakness is probably the most important point of any mechanic. The trade off for invocations immediately is obviously the sacrifice of gen progress time, and then of course the potential of being caught in basement, one of the worst dead zones that exist in DBD. Those are two weaknesses to mitigate the perk type, but I accept with my original attempt at those weaknesses may have not been enough.
You do raise a good point though that the time saving largely doesn't matter now I guess, saving 20-30s at best on the invocation is probably not worth the travel time to basement. 60s is more than serviceable for a solo effort, and it does still have the broken effect so… when you think of it that way, that's probably fine.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723664#Comment_3723664
they went with your idea. i suspect that killer will have 0 counter-play to the perk post-patch. any time anyone bring invocation perk, the effect is nearly guaranteed.
I don't think survivors will use it because reward is not worth it but they can't buff the reward now because buffing the reward has danger of making the perk a must-pick.
Unfortunately it's still scaled by the number of people who do it… which was the element I wanted to be removed. It should ALWAYS take 60s to my mind.
At present for 2-4 players it takes 40-24s for 2-4 players respectively. If a whole team takes it, it goes to 30-15s for 2-4 players respectively. Having this effect available with just 15s was the exact thing I wanted to avoid. Even if the killer realises what is going on, just the simple walking time alone would mean the killer can't stop it.
The time should be the same, and invocations should have a primary effect for the holder of the perk, and a bonus effect for anyone who takes part.
The main point of my post was the template…. I modified Invocation: Weaving Spiders to allow multiple players to participate in an invocation and get a reward for themselves for doing so, instead of a global effect that doesn't make sense for other people to take part. However sadly that's the part that got focused in the thread…. :(
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@SoGo said:
I am one of the very few people that didn't fully give up on this perk, as I love the concept of it.
I'm also glad for the buffs it's getting, but I'd like to change it a bit.
• Invocation: WS doesn't speed up for every survivor joining it anymore.
• Instead, for every survivor that joins it for more than 10 seconds, the amount of charges that get added to gens increases by +3
Feel free to comment and offer up some adjustment ideas.
I agree with this, I posted a thread a while back saying that Invocations will always be a problem if they are balanced around time. if the fundamental balance of invocations is centered around time, and reduced significantly the more people that do it:
- If you make the effect strong, it becomes extremely profitable for SWFs, and thus needs a hefty trade off (such as the perrma broken effect) to give it meaningful counter play, and that trade off is usually FAR too harsh for soloQ to consider use.
- If you make the effect weak, then it becomes something that only SWFs ever even consider using for a goof, and the perk type will die off as memes the same way Teamwork perks did.
There are considerations you may want to factor in is a minimum participation requirement, and the effect of multiple people running invocation perks.
Though this thread of mine got too focused on my proposed change to Weaving Spiders, the core principle is still the direction I would go
@UndeddJester said:
The concept of Invocations is really cool, but with this current template they will always be unusable. The current template atm is:
- 2 minutes solo
- Without Invocations (2-4) 80-48 seconds
- With Invocations (2-4) 60-30 seconds
This has the major issue of taking way too long for any benefits it could possibly give, and with this scaling of time based on the number of players who do it, this perk has no chance of ever being balanced while also effective. Time is too delicate a resource to balance with.
Proposed Template
- Invocation perks are standardised to 60 seconds.
- Invocation can only be initiated by a player with an invocation perk.
- Charges are acquired by a player sitting at the salt ring, at a rate of 1 charge per second, regardless of the number players taking part.
- Invocation progress will degrade at a rate of 2 charges per second when no survivor is present.
- Invocation perks have a primary effect (granted to any survivor equipping an Invocation perk) and a bonus effect for other survivors taking part in the ritual (only the bonuses of the initial invocation are granted).
- Each survivor must sit at the circle for 20s to gain the related primary effects of their perks and the related bonus effects of the invoked perk. When the invocation is completed these rewards are granted.
- Once an invocation been completed, the salt ring burns to indicate it can no longer be used.
With this in mind, this is how I would change Invocation: Weaving Spiders.
EDITED: Numbers have been dropped
Invocation: Weaving Spiders
When in basement near the circle, press the active ability button to begin the invocation. This take 60 seconds to complete. Once the invocation is complete: -
- You are granted an Ethereal Toolbox containing 1 spectral spider. (Additional temporary item like Flashbang).
- Each survivor present will also gain an Ethereal Toolbox, and have 4 additional spectral spiders distributed evenly between each survivor, and the remainder going to you.
- While repairing a generator, press the active ability button to trigger a moderate skillcheck to consume a spider and permanently repair 6/8/10% of the generator.
- This Toolbox dissipates after being left on the ground for 6 seconds or escaping the trial.
To clarify "evenly distributed" works using integer divison. The invoker is always considered present for the distribution. As such:
- 0 other survivors at the ring - 4/1 = 4 spiders (+1) for Sable
- 1 other survivor at the ring - 4/2 = 2 spiders for Dwight, 2 Spiders (+1) for Sable.
- 2 other survivors at the ring - 4/3 = 1 spider for Dwight, 1 spiders for Meg, 2 spiders (+1) for Sable
- 3 other survivors at ring (/w 2 Weaving Spider Invocations) = 4/4 = 1 spider for Dwight, 1 spider for Meg, 1 spider (+1) for Mikaela, 1 spider (+1) for Sable.
I can imagine a nice white ghostly toolbox, with little blue spiders (with similar energy to boons) skittering across it. This would be a tell to the killer Weaving Spider is in play... so be careful, cause you're a high priority target carrying this powerful item!
Proposed Template
- Invocation perks are standardised to 60 seconds.
- Invocation can only be initiated by a player with an invocation perk.
- Charges are acquired by a player sitting at the salt ring, at a rate of 1 charge per second, regardless of the number players taking part.
- Invocation progress will degrade at a rate of 2 charges per second when no survivor is present.
- Invocation perks have a primary effect (granted to any survivor equipping an Invocation perk) and a bonus effect for other survivors taking part in the ritual (only the bonuses of the initial invocation are granted).
- Each survivor must sit at the circle for 20s to gain the related primary effects of their perks and the related bonus effects of the invoked perk. When the invocation is completed these rewards are granted.
- Once an invocation been completed, the salt ring burns to indicate it can no longer be used.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723288#Comment_3723288
By default it'd only be a maximum of 3 uses. To rummage you need an opened chest, and opening a chest would disable the rummage.
Apologies if I'm being dense, I think I've got it 😅
So just to be sure, you can only rummage if you haven't opened a chest and got 1 at any point? Otherwise you only have the 3 chest opens.
This would mean if 4 survivors take the perk, a maximum of 6 injectors (3 opens and 3 rummages for the other 3 players) is possible at base.
Is there anything to limit injured survivor running across the map and just opening every chest when they're injured to spawn them all in? With 4 shiny coins it'd be be possible for a SWF to spawn in 11 of these by opening chests, and 3 more via the other 3 players rummaging.
Bit silly ofc, and if survivors do it the killer will see the offerings and know whats up, and can ensure they pressure the same injured player off hook to ensure they can't do it, so maybe it's fine... but having up to 11 of these injectors in the map sounds a little nutty 😅
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Gotta admit, I do love me a void pumpkin.
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722866#Comment_3722866
Short answer: They tend to not play very well.
Long answer: I assume because they do not have nearly the level of communication that PC players have they are much slower to learn the nuances of the game. A PC person makes a bad play they are generally going to hear about it in post-game chat, on their Steam profile, etc. Over the years you get a pretty good understanding of the expectations of the game. I am not talking about SWF comms here, just basic chat.
Console players don't have chat with their team mates before hand, and no post-chat after. I watched an Xbox player play and the chat box did not even appear on the TV screen.
This has manifested in killers with zero personality, no meme games, no snoot boops, no slug races and not even much of a sense of fair game play because they do not ever face the repercussions of their in game play from community members.
Survivors are the least altruistic bunch ever. They sandbag their team mates, they do all the gens on one side of the map and facilitate a 3 gen, they run headlong into the insidious Bubba basement, or trapper basement. They just can't read the room because no one can tell them the plays, even as an after chat.
PC players are by no means perfect or all amazing DbD gods (and some console players are very good) but have formed a basic, although at times toxic, community of people. Console just runs in like little Helen Kellers and when they throw the match for the team no one can even give them feedback. If they are BMing the rest of the group you can't report them.
The percentage of console players, albeit not all) that just tank the day (killer and survivor) just make avoiding all of them the more palatable option.
Are you sure you're not just projecting?
Lots of people assume the MMR system doesn't work, but my experience with the MMR system is the skill of killers changes in difficulty noticeably based on who I queue with.
When I queue with players who are newer than me, I tend to do quite well against the killer, and a lot of the time will waste time into minutes to the point the killer will often drop chase with me. When I queue with players who are better than me, the killer tends to play much better as well and facing them is much harder. In either case the game overall goes easier or harder based on how well my teammates perform relative to the killer.
When I play on my own, most of my killers tend to be playing to a comparable level of skill. Survivors make mistakes sure, but I've seen plenty of players with obvious PC names who play like absolute idiots. In fact the people who tend to not sit on gens and spend 90 seconds following the killer just to miss a flashlight save anyway tend to be PC players.
So if you're so sure that console players are generally worse, and you're much more skilled at the game, wouldn't you expect to see fewer console players as your MMR goes up? If there is such a gulf in your skill relative to the console survivors, you shouldn't be being paired with them correct?
I'm not necessarily saying you're wrong that PC players are generally better than console players on average, that statememt is probably true, but it might be worth assessing if your opinions on console players is genuinely founded, or if blaming console survivors is an easy scape goat for you.
Especially notable as when you blame them, there is no conversation to understand their decisions, so you likely retain more examples ehere they "played badly" as they can't answer back to you to explain why you might be wrong.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722745#Comment_3722745
You get opening chests, and if you haven't opened a chest yet, you get 1 rummage.
Opening a chest for the first time will consume the rummage. It's only meant to be if other people open chests first.
Hmmm... been pondering this one. The reasoning makes sense, and a single use is probably too weak... though a potential 4 uses is pretty strong for effectively a fast medkit, that you can even carry as an additional item. A SWF taking it can potentially get 6 uses, or even 11 + 4 if they all use shiny coins.
While I like the rummage to ensure a use, it does open the perk up to being made troublesome...
Maybe it should be capped at 2 uses perk survivor, and allows rummaging while injured, consuming a use when either opening a chest or rummaging a chest. Each chest can only be rummaged once.
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Part of this is a negative feedback loop.
The reason you tend to only see scummy SM players is because anyone who likes her and doesn't play scummy gets the same level of hate and harassment playing her as the players who do.
Believe or not, not all killers enjoy upsetting and annoying survivors, some just want to play and have fun in chases. However half of games players quit immediately just upon seeing you and immediately codemn/ruin the game, and those who don't tend to make a point of teabagging, flashlight clicking, and voicing their displeasure at you in the end game chat, no matter what you actually did or how you played. This means ofc the Skull Merchant's who don't play in scummy ways and want to have a fun game for all aren't gonna keep playing her, so the only ones left are the ones that like to make a point of annoying survivors.
She had a chance at a clean slate with the rework, but most people had already made their mind up before they even saw it, and don't try to think of anything to improve the experience. So she returned to the same place anyway as the pick for people who like to annoy with SM, cause despite the fact there are many ways to improve her, any thread about it gets shut down with "just delete her" nonsense.
At this point I'm absolutely convinced that although yes, Skull Merchant has issues, the toddler survivors who throw a paddy every time they see her, are by far the bigger issue.
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The difference is people want Chucky to be balanced (which I think the changes proposed are overall for the better).
People don't want Skull Merchant balanced, they want her nerfed to the point of not functioning so people don't play her.
Those 2 things are very different, and is why any discussion on SM tends to be very unproductive.
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@ays12151 said:
The Trapper | Base Kit Changes
- The Trapper starts a Trial with 4 Bear Traps equipped (was 2).
- The Trapper starts a Trial with additional 6 Bear Traps spawned in random places on the map (was 8).
- The Trapper can use Entirt to summon the Bear Trap from every position within 32 meters.
- This ability has 25 seconds cooldown.
- Setting a Bear Trap grants 7.5% Haste Status Effect for 10 seconds (was 5 seconds).
- Setting a Bear Trap increases Pallets & Generators Breaking speeds by 20% for 30 seconds.
- Decreased time required to set the Bear Trap to 1.5 seconds (was 2.5 seconds).
- Increased time required to disarm a Bear Trap to 7 seconds (was 3.5 seconds).
- Increased time required to escape from a Bear Trap to 4 seconds (was 1.8 seconds).
- Increased time required to rescue Survivor from a Bear Trap to 1.5 seconds (was 4 seconds).
- Setting a Bear Trap is silent.
- Bear Traps are slightly darker.
The Trapper | Add-Ons Changes
Bear Oil
- Survivors injured by a Bear Traps suffer from Oblivious Status Effect for 60 seconds.
Trapper Gloves
- Increases time required to disarm a Bear Trap by 3 seconds.
Four Coil Spring
- Increases time required to rescue Survivor from Bear Trap by 2 seconds.
Coffee Grounds
- Increases the Haste Status Effect duration by additional 5 seconds.
Lenghtened Jaws
- Survivor caught into Bear Trap reveals all Survivors Auras within 32 meters for 8 seconds.
Serrated Jaws
- Survivors injured by Bear Traps suffer from Mangled & Haemorrhage Status Effect for 90 seconds.
Wax Brick
- Decreases summoning Power cooldown by 5 seconds.
- Increases summoning Power range by 5 meters.
Fastening Tools
- Decreases time required to set the Bear Trap by 0.5 seconds.
- Setting a Bear Trap grants Undetectable Status Effect for 20 seconds.
Rusted Jaws
- Survivors injured by Bear Traps suffer from Broken Status Effect for 60 seconds.
Secondary Oil
- Increases time required to escape from Bear Trap by 3 seconds.
- Survivor that escapes from the Bear Trap suffer from 4% Hindered Status Effect for 20 seconds.
Tar Bottle
- Tremendously darkens the Bear Traps.
- Successful Bear Trap Event grants 5% Haste Status Effect for the next 20 seconds.
Oily Coil
- Open Bear Traps reveal Survivors Auras within 6 meters for the next 6 seconds.
Tension Spring
- Survivor that disarmed Bear Trap will suffer from Exposed Status Effect for 30 seconds.
Trapper Sack
- Use Entity to set the Bear Trap that is placed on the ground from 24 meters distance.
@OneGoodBoyDemo said:
These are good QoL changes, but I feel like it won't make much of a difference in terms of strength.
I've been saying for years that the trapper's real problem is how easily survivors can nullify his power in a matter of seconds. It doesn't matter if he starts the game with all the traps or if he has 50 traps because it's very easy to disarm them and it doesn't require any type of skill.
One solution I proposed is that Bloody coil should be basekit and work in a different way. the traps should have a risk when disarming them, I think it could be a difficult skillcheck like overcharge.
If the survivor fails the skill check, he is injured and is trapped for 1 or 2 seconds with an animation as if his hand had been trapped due to a mistake but if he completes it successfully, the trap is disabled for the trapper for 20-30s, this way the basement strategy and the strategy of locking down some areas do not become so oppressive if the survivor manages to get it right.
Reading everything here, the ideas I really like:
- Starting with an extra couple of traps at the start of the map over the his carry limit. This helps him get going at tne start of the trial.
- Difficult skillcheck when disabling the trap woth a wound on failure. Bloody Coil always wounds still, but also adds deep wound when it fails.
This seems like a couple of really nice changes for Trapper.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722517#Comment_3722517
Would the Adrenaline Injector be once per trial in your idea? Because that's basically just Old Pharmacy and that perk wasn't very good. It'd need multiple heals otherwise it's just objectively worse than Inner Strength. The idea of increasing chest unlock speed further when injured is a pretty neat idea though.
Maybe an additional effect, if you wanted one, would be to make you hear the Terror Radius as if it were right next to you for, like, 10-15s. I don't think a debuff would be really necessary but the idea of your heart pounding because you just took a shot of Adrenaline is a cool one thematic wise.
Oh sorry, I thought that was what you were saying, you get 1 rummage or 1 open chest... now I think you mean you get it opening chests and you get 1 rummage?
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Hear what you are saying, although to be fair, when you're not the obsession it's a very useful info perk. The fact you know when you are, and more importantly are not seen by an aura perk is pretty useful.
Maybe if OOO a mechanism where it was easier to acquire the obsession back... such as unhooking the obsession makes you the obsession or something?
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What I like most is having rewatched the Nightmare On Elm Street remake, this is absolutely perfect for the character, and with the Perk Adrenaline losing its effect vs. Freddy (for good reason), this change brings the spirit of the original perk additon back.
A few tweaks I might suggest now I've slept on it (and this is more to keep the theme of the perk more on healing yourself than anything else).
Pharmacy
New Quote: "You know what, side effects are kinda the least of my concerns right now..." - Quentin Smith
- Increases the speed of unlocking chests by 30/45/60% (6.25s)
- Reduces the hearing range of noises related to unlocking by -8m.
While injured:
- Increases the speed of unlocking chests to 60/90/120% (4.54s)
- Once per trial opening a chest or rummaging an already opened chest grants an Adrenaline Injector.
This gives it a desirable passive effect, but sticks to the theme a little more. I hope this is introduced, cause the changes to higher tier medkits has made this perk a little blech.
If you wanted to get whacky, you could add an additonal effect to the Adrenaline Injector... like for 30s skillchecks move like Deadline/Madness or something xD
