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Valik

Valik

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Valik
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  • @Tb2k said:

    I disagree with most of these suggestions, i would prefer constant exposed over broken. my brain thinks it's an amazing idea to buff survivor speed though, so i'm not the best to ask in this ig

    So - something like - gaining 2/3/4% Haste and be constantly Exposed ?


    ( Your opinion is valid, my friend. These conversations are meant to bring in multiple, unique points of view! )

    in Yes Mither Comment by Valik
  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975446#Comment_2975446

    You're in the wrong mindset. If you want to be blind to strategic choices just because you're salty that your teammate ran No Mither, so be it. I can't change your mind if you want to be obstinate for no reason. I for one hate when a teammate is running Autodidact, but I can at least see the advantages it brings.

    No Mither is not a "slot it in, get free value" kind of perk. It's a combo perk that only works in a highly strategic and tactical setting.

    1: You are permanently injured, and therefore never need healing. This saves time throughout the match. You also always benefit from Resilience. Additionally, your teammates will always benefit from Empathy, Emphatic Connection, Desperate Measures, and Blood Pact (if you are the obsession).

    2: The killer cannot slug you, and they know this. This means even if the killer sees a chance to slug for multiple hooks, they can't because you have No Mither. They MUST pick you up, or accept that you are going to pick yourself up.

    3: You leave no pools of blood and you are much quieter. This is a big deal. Hiding from the killer is much easier, which means they will waste large amounts of time looking for you just from you rounding a corner and walking.

    It's a perk that works with certain people, and certain strategies. I actually don't care what you think, it's just something that only works if you fully understand the upsides and downsides of running No Mither.

    1.) "You need no healing!" You don't have to heal if you don't want to. I didn't even include this in my original post because it's a nonexistent point. If you think that being unable to heal makes you stronger or more effective in game - it's willful ignorance. Having the ability to find value in injury-exclusive perks is not a highlight this perk earns. The value of other perks is not emphasized enough for consideration, and the drawbacks are incredibly lopsided. "Expend two perk slots to make one nominally useful perk marginally better - but you also go down in one hit and will be tunneled every time". It's not an exchange of value - it is adding an incredible debuff to emphasize a pre-existing benefit. If you found yourself capable of reading what I wrote, you'd understand as much,


    2.) Untrue, which is the worst part. You do understand that while killers will prioritize you, they won't throw the game for a poor hook exchange, right? If it takes you 20-30 seconds to get back up, they are spending their time more wisely leaving you and chasing/hooking someone else. if they get the down and hook, you goofed your entire team. "What if someone comes to pick me up, and it's less than 20 seconds!" Doesn't matter, you just turned a 1 person off-of-generators situation for the killer into a 4 person off-of-generators situation for the killer. Even if your compatriots leave you to self revive as the killer chases them - your team is exchanging health states while you're on the ground. This is not a net win. If the killer isn't feeling the pressure - getting a killer to hook you is in no way a benefit. There is basically no scenario where encouraging the killer to hook you is better than not. If you're willing to throw the game for spite and laughter, that's all fine - but a meme build is a meme build - not viable.


    3.) It's not as big a deal as you lead on. Not only are there other perks that play these rolls better, but the ones that focus on blood pools are remarkably unpopular due to their extremely niche viability. Bringing Iron Will and Lucky Break is a far, far, far superior selection and allows more than a singular health state. No Mither provides extremely little stealth in comparison to other perks, and blood pools are extremely niche. It would be as if the perk prevented Crows from being spooked... Which would be a fair point regarding stealth gameplay, aside from the fact that other perks exist to supply the same means without anywhere near the drawbacks. Why be permanently broken in exchange for a fraction of what Iron Will does? Why make yourself a liability to your team for often redundant anti-tracking?


    I have to disagree, much to your apathy and projected antipathy.

    There's no such thing as people that are able to make this perk work. There are only players lucky enough to go against merciful or unskilled killers... and those who are skilled enough to preform well in spite of the perk's shortcomings.


    Carrying a backpack full of bricks does not help you run a 100m sprint any better.

    Participants that win a race while carrying bricks win in spite of their shortcomings, and I'm tired of hearing people concoct bizarre and nonsensical reasons of why the added weight makes them faster than they would be without.

    If you win the sprint, you either had very slow competition, or you're so fast that the bricks mean nothing to you. Either way, the bricks don't help you run the race any faster.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954365#Comment_2954365

    ngl, didn't read.

    I'm still gonna give you my 25 No Mither matches tho :p

    It's a perk that on paper, is extremely bad. Someone likened it to One With Nothing from MtG earlier in the thread, but I think it's more like Lich from MtG. For context, MtG, or Magic: The Gathering is a trading card game. You normally draw one card per turn and win by getting your opponent's life total to zero. That's about all the context you need to understand the card Lich.

    Here's Lich:

    When Lich enters the battlefield, your life total becomes 0. You don't lose the game for having 0 or less life. When you take damage, you instead sacrifice a permanent for each damage point of damage you would have taken. When you gain life, you instead draw one card for each life point you would have gained. If Lich leaves the battlefield, you lose the game.

    A permanent is anything on your battlefield: lands used for casting spells, creatures, or artifacts and enchantments. Lich is an enchantment, btw.

    Lich has MASSIVE drawbacks. For one, your opponent is always one decisive "Destroy Enchantment" card away from winning the game. For two, when you take damage, you're losing massive amounts of pressure from being forced to destroy your permanents. However, due to the intricacies of Magic rules, losing life and paying life are not considered to be taking damage. So you can use cards that say "Draw a card, lose X Life, then you may draw another card and lose X Life. You may repeat this process until you choose not to. " Cards that say "Pay one mana, gain 3 life" instead draw you three cards due to Lich's other effect (for context, drawing ONE card is a big deal).

    No Mither is very similar. You pay a massive price, and change the nature of the game in a bizarre way. Using the strangeness to your advantage can create an unusual playstyle that can work. People like me really like things like that. So maybe chill out?

    It doesn't have any advantages.

    That is the point.

  • @HectorBrando said:

    Gosh I love necromancy old threads.

    https://forum.deadbydaylight.com/en/discussion/comment/2954365#Comment_2954365

    Onto your post, I agree with you entirely, any time anyone defends "No Mither" I cant stop but raise an eyebrow in disbelief, after years of playing this game and seeing the ocasional "No Mither" thread and user Ive reached the conclusion anyone defending the perk as anything but a self-imposed gimp is either extremely missguided, extremely bad at the game (anyone letting a No Mither user getting up by using the perk unless he is actually downing other people sucks at the game, and sucks A LOT), a Killer main trying to lure people into using it for easier matches or a troll trying to bait people into using it.

    I cannot help but feel honored with my new title as 'Necromancer' :)

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972357#Comment_2972357

    I'll record maybe something like 25 No Mither games and then get back to you

    Even in any case of success, which can be disputed - it does not change the fact that the perk has no merit to it other than to challenge players. There is no reason to take this perk over other choices that could just as easily create benefits for you and your team.


    It's akin to saying you could win an Olympic sprint with your legs tied together. Doubtful, but even if you could - it would be a lot easier if you preformed the sprint untied. While you may be able to make claims about gait and bounding speeds - it doesn't change the fact that you would perform just as good if not better if you elected to go about your gameplay another way.


    It's all good to play the game how you want, the important thing is to have fun!

    But having fun isn't always optimal, the fun perks are not always viable.

    To suggest that No Mither in any way benefits you or your team to any degree more than another perk or item choice is hubris.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972297#Comment_2972297

    I run No Mither in a lot of my games as survivor, and the end result is usually that either I escape, or I secure a 3 man escape for the rest of my team. The absolutely massive amount of time efficiency you get by never needing to get healed and always having Resilience active means gens will fly. Not being able to be slugged and essentially forcing the killer to pick you up robs the killer of the ability to snowball pressure via slugging.

    I'm the kind of guy that will take Magic: The Gathering cards that are considered unplayable or game throws and turn them into combo pieces that can instantly win a game. No Mither by itself is a perk that makes you weaker, but it's quite powerful when combo'd with other perks that play into No Mither's strengths.

    Run a couple games with one of the builds I suggested and see how things go.

    Gen Rushing: Dead Hard, No Mither, Prove Thyself, Resilience

    Gen Rush 2: Built to Last, No Mither, Resilience, Streetwise (and a Commodious with Wire Spool and Scraps)

    Looping: Dead Hard, No Mither, Spine Chill, Resilience

    Stealth: No Mither, Iron Will, Fixated, Resilience

    No Mither + Resilience are your key components. If you are running No Mither, you'll want to run Resilience. Dead Hard pretty much makes the downside of No Mither non-existent, but you can play higher risk by dropping it and running something else. Your third perk can be whatever you want. Ultra-safe would be DS + DH, highest risk/reward would be Built to Last + Streetwise. Fixated is amazing with No Mither since you don't leave pools of blood, so you can always walk away from a loop to confuse a killer without making it obvious that you did so.

    Don't build for extra anti-slugging perks, since the killer is going to insta-pick up every time. You could get away with sabo oriented perks like Breakdown or Boil Over, or an Alex Toolbox and prep an area in advance so you can pick yourself up after a drop or force a wiggle... but I don't recommended it since sabo is pretty dodgy and questionable in the first place.

    You can accomplish this and much more without No Mither.

    Replacing No Mither with Built To Last paired with a toolkit is literally more efficient than the No Mither Resilience combination and does not require you to play on a challenge mode.


    I highly doubt the validity of your claims to success, because if you escaped most matches, you'd quickly elevate to a level of play where your No Mither build would be obliterated.

  • @BenOfMilam said:

    I know we're talking about the No Mither-only tome, but No Mither is actually pretty viable if you build around it properly. I went on something like a 10 game escape streak with No Mither the other day, against mid-to-decent killers.

    I used Dead Hard (obviously), Resilience, and Prove Thyself. You can alternatively drop Prove Thyself for Spine Chill to get the bonus vault speed and improved stealth. I could also see Fixated and Iron Will being very strong with No Mither as well.

    Not having any pools of blood is kind of a big deal, so is being permanently broken. Instead of wasting 16 seconds of two survivor's time healing (which could be translated into 32 seconds of time on gens with Prove Thyself), you skip it and go straight to doing gens. You also always have the benefits of Resilience at all times, meaning gens take 8 fewer seconds and healing others takes 1.5 fewer seconds.

    Not to mention the killer can't risk slugging you, robbing them of potential snowball pressure.

    It's not a strong perk for chase-oriented survivors, but it's very strong for stealthy and tactical survivors.

    Can Guarantee you 100% that there is no reality or alternate reality where No Mither becomes a viable perk.

    It is literally designed to be the opposite of a viable perk.

    It is quantifiably a bad perk, by the designers own admission - and by the core concepts of the game's design. It, at no point, has any intrinsic value to add to any match that cannot be extracted through more beneficial means.

  • @herbaljellyfish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929775#Comment_2929775

    gotta feel really great as a killer to "outplay" someone without any tools. I mean, nothing says smoll pp like beating someone who's defenseless, right? As a killer, you should literally never have to try. Every game should be ez pz 4k.

    Not at all.

    On the contrary, Dead Zones are balanced on maps to punctuate strong areas.

    If a survivor places themselves in a Dead Zone - it is either out of desperation, or because they lost their loop.


    If you're going against a killer in a Dead Zone, you put yourself out of position - or were skillfully corralled into the zone by the killer.


    Each and every map is festooned with extremely strong loops that put the killer at great disadvantage - especially earlier on with pallets. The existence of Dead Zones does not skew the game in any meaningful way so long as survivors play their cards right.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946933#Comment_2946933

    With Corrupt and Deadlock it's very hard that even 2 gens pop back to back, and if it happens maybe you slug someone and start to go for a massive slug towards the infected people, maybe even with Hysteria or Tinkerer.

    Whatever the strength, I think it's the killer's counter part of survivors having 4 busted toolboxes with 4 BNPs, or always 4 meta builds stacked always, so it's fair.

    Don't know what MMR you're playing at, but last I checked - 3 gens pop in less than 80 seconds, and Deadlock only blocks 1.

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963100#Comment_2963100

    I mean, just because those perks exist doesn't mean that we need to make another perk that has a busted heal time as well. I feel like pharmacy is already alright because of the buff to opening chest speeds. You're guaranteed one free heal and potentially could get more without wasting too much time.

    I think your change would just have some weird unintended interactions as well. You could probably make the "rummage" interaction specific to this perk and separate it from the rummage of Appraisal, but I think this would just be confusing in wording. There are perks in the game that you can't get value out of simultaneously, but I think it would just be confusing having a rummage heal and rummage get item. I personally love playing treasure build and having fast open speeds and fast rummage for items. I'm already wondering how Residual Manifest and Appraisal interact.

    I have to disagree with just about everything here.

    Healing is a factor in the game and provided it has a similar investment cost, it won't be busted.

    People, generally, do not open chests. If survivors are opening chests, it's for a singular item or so, players typically do not typically waste time opening chests, even with the perk.

    Except it isn't really a 'free heal' - it's a limited healing item that isn't even all that good. The time taken to open the chest and use your heal is on par with other healing times. Opening a chest still takes 6 seconds, and Emergency Medkits take 10 seconds to self heal. It's a one-time 16 second heal, which is still on par with the rest of the healing time investment meta. It's made even worse considering that it open works once - which makes it often the worst healing perk to take into a match in the entire game.


    The thing is, I do not think Rummage should be separated - they should all be the same action.

    By reworking Rummage into a universal action that can be affected by multiple perks - it makes it an interesting interaction.

    There's no reason you cannot gain value of both at the same time, provided that you are allowed to rummage while holding an item and the rummage action does not cancel automatically until you find an item. The worst that may happen is the need to drop an item and pick up the one from the chest to begin rummaging again.


    See your points, have to respectfully disagree with your conclusions.


    I'm glad you like the treasure build - this change would not change such a build in the least.

    Appraisal's token system should be abolished, IMO. I think it's pretty clear that using the two will cause your first Rummage item to be a flashlight. It may burn one of the Appraisal tokens in the process, but I'd like it if it didn't.

  • Traffic is way, way, way down - which is worrying in many ways.


    While the game is far from dead, after the disastrously bad launch of MMR and Boon Totems that wrecked the game for a bit - followed up by a lackluster meta and an incredibly underwhelming Ringu chapter - the game is only a few nails away from its way down to the killer basement.


    I think the fan base is more volatile than it's ever been, but it's better to have hope than to concede to pessimism.

  • I don't know about either Hex totems or Boon totems acting in this way.

    We learned from old Undying just how horrendously powerful needing to cleanse more than one totem for a hex is - and this services to cast a shadow of that into the game once more.

    Moreover, it needlessly convolutes the system, too many instances to calculate and compounded interactions to predict. It's far too complex.


    Hex totems - they exist. Once cleansed, the totem breaks and the perk is removed from play.

    Simple enough and has worked well for half a decade.


    Boons should mimic this and, after being placed - once cleansed, the totem breaks and the perk is removed from play.


    The only reason this is not the case at the moment is because the Boon benefits are far too mediocre and lackluster that such a hard counter would place them six feet under. If Boon totems were allowed to be incredibly powerful and provide incredible bonuses to the team - but once they are removed by the killer, they are gone for good - it would still see the light of day and would be enjoyed by both sides as a part of the game.

    If a survivor sets up a Boon totem, and the killer snuffs it instantly, that's tough luck - just as for the past 5 years Killers have been spawning into matches and having their perks removed from the match before they can even enter chase.


    If it aint broke, don't fix it.

    If it's broke, why are you breaking the fixed thing to make them match?

  • I absolutely love how this highlights how daunting and horrendous of a choice it is to place the fulcrum of balance into the hands of the player base at such an extreme cost.


    Many survivor players feel like the gameplay tells them 'If you want the game to be fair, take second-chance perks.'

    Many killer players feel like the gameplay tells them 'if you want the game to be fair, take regression perks'


    This is just another needle in the pincushion of bandaid perks that killers are encouraged to bring if they want the game to be balanced.

    Which, in and of itself, creates an incredible imbalance in the game itself.

  • If anything, it should be optional.


    I don't know why this is even on the table. It wouldn't even be a consideration if they gave players at 50% bleed-out the opportunity to 'give up' on die.

    Because, at that point, you just give it to the survivor on the ground if they are the final one in the match.


    Making it take 4-8 seconds to charge up would make it fair and keep survivors from cheesing it while allowing players to use it defensively.

  • Without a doubt - it should be optional at the very least.

    Making it non-optional is a direct downgrade to the user experience in just about every case.

  • They really do need to put a few lockers in places, it is the worst map by far for any locker oriented killer.

  • I don't think buffing or adding perks should be the way to go.


    In order to make Killer players engage with the game more, it's gotta be made so that camping/tunneling is an inefficient use of their time.

    These are core gameplay issues and I don't think buffing survivors or their perks will be the healthy solution to this disparity.

  • * The time-sensitive nature of rescuing survivors on hooks is the primary incentive for killers lingering at or nearby hooks. I know this all too well. It's a very difficult balance because you need to put pressure on survivors to pull them away from generators, but also need to make it long enough that the killer is wasting their time if they camp. Right now, it's at a very awkward spot - it's difficult to balance overall. I agree with your assessment, I have a suggestion:

    Solution: Add 10 seconds to each hook state. 70 per state, 140 from beginning to end. Just enough to really hinder a face-camping killer if they commit to the craft, just enough to edge survivors into the ring without each save coming down to the wire - or frustrating solo que saves.


    * Problem: The default early-game state of a trial is too difficult for the average killer to exert pressure over, This is a convention of the game, it's ingrained into the DNA and I have to agree with you. The survivors must have seized momentum at the very beginning to make the game more competitive and fair in the long run. I disagree with the explosion method, because it can feel very punishing to certain survivors and hurt newcomers the most. It's a great idea, but I don't think it would pan out in practice.

    Solution: Groggy status effect and extended generator repair times for each unrepaired generator. Basically, for each generator in the trial, the amount of total repair needed to finish a generator is increased by 4 seconds (5%) which means the first generator to pop will need an additional 16 seconds of progress to finish. Groggy should inflict survivors with a 30% generator repair speed debuff until the killer enters chase - then it switches to a 15% repair speed debuff until a survivor is damaged - in which case Groggy is removed from all survivors. This would mean survivors will have a slower start in general, but will have to coordinate far more efficiently to complete the first few generators. With these two in conjunction of one another, the meta will quickly shift away from regression perks as the game will quickly be balanced around survivor teams that prioritize generators, play safe, tackle side objectives, and loop effectively - as it always should be.


    * Problem: The default tools killers have to contest generators is inadequate in the face of confident survivors. I like your idea a lot, I can see that being a perk, but base game - it can become oppressively powerful. If a kicked generator regresses more than halfway, then survivors will have to work on it for more than 40 seconds to prevent it from regressing again. I agree with the assessment of the problem, and I applaud your creativity (we SHOULD see a perk like this in-game, it would be an interesting take!), but I think it could be solved with a different solution. Again, I really think this is a good idea in general, but it's a bit too strong to turn into a base-kit feature, IMO.

    Solution: Increase regression from 1c/4s to 1c/3s. As the game is now, defending a regressing generator for 24 seconds wastes a lot of killer time and resets it only by 6 seconds worth of survivor progress. This tiny change will allow it to regress by 8 seconds worth of survivor progress. It's small, but massive all the same. In addition, there should be passive regression placed in the game. If a generator is left unattended for a long period of time (~16s), progress will slowly be sapped from it at a rate of 1c/6s without entering regression. This means that leaving a generator for 64 seconds - a bit over a minute, they will return to fin it with 8 seconds worth of progress missing. This will keep survivors from juggling generators passively and force them to engage the objectives in order to hold onto their progress with very minute punishments when they do not. If the killer doesn't kick a generator that remains idle for 30 seconds, a survivor will return to find 2 seconds of progress sapped - a very small price to pay for leaving it abandoned for so long.


    * Survivors have no way to benefit from exhaustion without a perk. I disagree with this being a problem, personally. While I wouldn't mind a base-kit exhaustion feature, I think it would step on the toes of what Exhaustion is all about. Exhaustion is to prevent powerful perks from stacking, that is all. If players do not bring powerhouse perks, this means that they don't have to worry about Exhaustion or killer perks and attachments that counter it. Exhaustion should only be held by powerful meta perks in order to prevent overlap, it is not a wasted resource any more than Broken is a wasted resource for survivors in any case.



    I love this thread and would love to see more like it! Keep it up!

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962042#Comment_2962042

    That would be busted though. I honestly don't think Pharmacy is that bad of a perk that it needs to be changed. It's a niche perk.

    Not sure how it would be any more or less busted than what we already have in the game.

    Boon CoH + Self-Heal - 46 seconds. Requires a totem.

    Self Care - heal anywhere over 32 seconds

    Inner Strength / Inner Healing - Heal self over 24 seconds of in-game activity. Can only be triggered up to 5 times maximum per trial.

    Medkits - Heal over 16 seconds, can only do so a few times .

    Teammates - Heal over 16 seconds. Takes 32 seconds of total team time and is contextual.


    Asking for survivors to spend over 20 seconds in a very specific location with a very particular interaction is not at all out of the realm of possibilities.

  • I think it would be a useful perk if it turned each and every chest into your own personal medkit that never ran out of charges.

    Wouldn't be finite like Inner Strength, doesn't run out of juice like a medkit, and doesn't require a boon totem. Just walk over to an open chest and start rummaging to heal yourself faster than a self-care!

  • I have to agree.

    Until the trash perks are uplifted to compete with the Meta, things will always be stale.

    S tier perks may overwhelm the game in many instances, but for every S or A tier perk, there are 6 C or D tier options that dilute the content.

    I have rework ideas for just about every perk in the game,

    I love the creativity! You guys are super insightful!


    Here's my personal approaches to these perks:


    ~ Survivor Perks:


    • Poised

    Whenever a generator is completed, leave no scratch marks and gain Endurance for 8/10/12 seconds.


    • Alert

    At the start of the trial, see the aura of the killer and have greatly narrowed scratch marks for 4/6/8 seconds.

    This perk reactivates when the killer performs a break action or searches a locker.

    Flavor-Text: “Game-sense is a thing, and it isn’t just for videogames.’ – Feng Min”


    • No One Left Behind

    When the exit gates are powered, this perk activates.

    Increases the speed of altruistic actions by 50/75/100%.

    While unhooking a survivor, completing an act of altruism, or when another survivor escapes the trial, gain Endurance for 12 seconds.

    See the aura of all survivors at all times.

    Description: “You’re not going to leave unless everyone else does too.”

    Flavor-text: “’Stupid bastard, we’re either getting out with everyone, or not at all’ – Clyde, The Lost Tapes.”


    • Hope

    Gain a token every time an ally dies in the trial, every time you are hooked, every time you cleanse a totem, and every time you complete a generator - up to a maximum of 5/7/9 tokens.

    For each token, this perk grants 1% Haste while active.

    This perk becomes active for 15 seconds after gaining a token, and is permanently activated when the exit gates are powered.

    Cannot gain tokens while this perk is active.

    Description: “Your desperation turns to hope as you draw closer to escape”

    Flavor-text: “’No matter what, we always have a chance to escape – let that sink in, because you’ll need it in the end.’ – Nikki, The Lost Tapes”


    • Calm Spirit

    Crows within 4/8/12 meters of you are calmed, causing them not to react to the presence of you or other survivors.

    Coughing and Screaming is suppressed outside of being hooked or damaged.

    While within the killer’s terror radius, crouching and staying still for 2 seconds will cause a crow to land nearby.

    Description: “Animals reflect the peace within your soul.”

    Flavor-text: “’Creatures can sense the fear and disquiet within you. If your thoughts are tranquil, they won’t be afraid anymore.’ – Jake Park”


    • Lightweight

    Scratch marks are visible for 2/3/4 seconds shorter than normal. Emit no footstep audio while outside of chase.

    Description: “You’re light on your feet and won’t be caught flat-footed.”


    • Sole Survivor

    More likely to become the Obsession. Become the Obsession whenever another survivor dies.

    While the Obsession, any time another survivor dies, your aura is revealed to the killer for 6 seconds.

    When you are the final survivor alive in the trial, this perk activates.

    Upon activation:

    You are instantly healed for a health state

    The killer can no longer see your aura by any means.

    You leave no scratch marks.

    You can open the hatch by hand with a 32/24/16 second animation.

    Description: “You can mourn their deaths soon enough. Right now, the only important thing is getting out of this alive.”


    • Visionary

    Generators within 16/24/32 meters have their aura revealed to you.

    The generator with the most progress is always revealed to you with a yellow aura.

    The Killer’s aura is revealed to you when they are within 4m of a generator with a yellow aura.

    Description: “You’re not weighed down by the present –you have a plan, and you know how to accomplish it”

    Flavor-text: “’Picture it in your mind – and hold that thought. Think about that picture whenever you can and do everything you can to make it a reality. Once you can do that, nothing can stop you.’ – Felix Richter”


    • Up The Ante

    For each Dying or Hooked survivor, gain 1/1.5/2% movement speed and action speed.

    For each deceased teammate increase luck by 8%

    (Change art to incorporate Ace)

    Description: “When things go south, you don’t fold – you double down.”

    Flavor-text: “’Luck isn’t worth much until you start acting like it’s on your side.’ – Ace Visconti”


    • Left Behind

    This perk becomes active when you are the only survivor remaining in the match, or the End Game Collapse has begun.

    See the aura of the Killer and the Hatch when they are within 16/24/32 meters.

    When another survivor leaves the match or dies, you are instantly healed for a health state.


    • This Is Not Happening

    For every Dying, Hooked, or Deceased survivor, increase Repair speed by 2/4/6% and increase the bonus progress granted by Great Skill Checks by 1%

    Description: “When everything around you falls apart, you find comfort in focusing on the task at hand”

    Flavor-text: “Denial is the best medicine”


    • Off The Record

    When unhooking another survivor, or being unhooked - the audio cue of the unhook action is delayed for 3/6/9 seconds.

    During this time, you and your unhooking partner do not cause loud noise notifications, make grunts of pain, your auras are concealed to all, and neither have audible footsteps.

    Description: “You’ve learned that it’s safer for some stories to be buried.”

    Flavor-text: “’Sometimes, what the public doesn’t know can’t hurt them as badly.’ – Zarina Kassir”


    • Saboteur

    Unlocks the sabotage action without the assistance of a toolkit.

    After finishing an unassisted sabotage, this perk has a 90/60/30 second cooldown.

    When a survivor is being carried by the killer, the aura of all hooks are revealed to you.

    Sabotaging a hook that is revealed by this perk increases the time it remains broken by 10/20/30% (10 seconds) and grants Endurance for 8 seconds.

    Item efficiency when Sabotaging is increased by 10/20/30%

    Description: “You resented such contraptions long before you were introduced to such fiendish constructs”

    Flavor-text: “’We can get along just fine without such things – but they can’t.’ – Jake Park”


    ~ Killer Perks:


    • Trail Of Torment

    Upon damaging a generator, this perk activates and survivors see this generator’s aura in yellow.

    Until you damage a survivor, or a survivor repairs the generator that you have damaged, you become Undetectable.

    This perk has a cooldown of 60/50/40 seconds.

    Flavor-text: “’I needed someone to punish me for my sins…’ – James Sunderland”


    • Blood Echo

    Upon hooking a survivor, injured survivors scream and suffer from Hemorrhage and Exhausted for 10/20/30 seconds.

    When the duration ends, survivors that are affected by this perk and are still injured scream, revealing their location.

    This effect can stack.


    • Forced Penance

    Upon taking a protection hit, a survivor is broken for 20/30/40 seconds, they do not gain a speed boost from this hit, and they do not ignore collision.

     Flavor-text: “’People believing in me tend to end up badly’ – Murphy Pendleton”


    • Coup De Grace

    Each time a generator is completed, gain 2 tokens.

    When you reach your maximum lunge distance, a token is burned to extend it by 30/40/50%

    Flavor-text: “’The closer we get to the end, the closer she gets to ending us’ - Unknown”


    • Cruel Limits / Claustrophobia

    When a generator is completed, all vaults and pallets within 32 meters are blocked to the Survivors for 30/45/60 seconds.


    • Remember Me

    Upon hitting the Obsession with a basic attack, gain a token up to 8.

    For each token, add 2/3/4 seconds to the total time to open an exit gate. (Additional charges)

    Passive Regression of exit gates begins immediately and is increased by 100%. (1c/2s)

    (This perk is revealed to survivors interacting with the exit gate)

    Description: “The terror that you’ve instilled will come back to haunt them later.”

     Flavor-text: “’You don’t remember me? You must. You’re my number one.’ – Freddy Kruger”


    • Territorial Imperative

    While within 8 Meters of the basement, gain bloodlust points passively and never lose them.

    Gain maximum Bloodlust while in the Basement.

    See the auras of survivors in the basement at all times.

     Description: “After a lifetime of protecting your home, you’ve awakened instincts that none would have imagined”

     Flavor-text: “If you go down that ramp, you’re as good as dead!”


    • Hex: Huntress' Lullaby

    This perk starts with 1 token.

    Gain an additional token for each unique survivor that’s been hooked.

    For each token, decrease the audio cue for skill checks by 20%. At max tokens, there is no audio cue.

    Survivors suffer a 1/2/3% additional regression penalty on a failed skill check per token.

    Each token reduces the size of the great skill check zone by 20% (Eroding the total success area)

    For each token, survivors hear the killer’s lullaby and the sounds of their breathing at 20% volume at all times.

    (This affects ALL skill checks. Survivors become cursed once they encounter their first skill check)

     Flavor-text: “Make it stop! I’ll do anything, just make the singing stop!”


    • Overcharge

    After damaging a generator with a break action, it is affected by this perk.

    The generator visibly seems to be 20% more completed to survivors. (Max 99%)

    The next time a survivor attempts to repair the generator, they trigger a skill check with a large success zone.

    This success zone is decreased by 10% for each 10% progress the generator had when damaged. (Becoming more challenging than a difficult skill check past 80%)

    Failing the skill check results in a 2/4/6% additional regression penalty

     Description: “You love to surprise others by shattering their ambitions in the most painful way possible.”


    • Hex: The Third Seal

    Hitting a unique survivor with an attack grants a token up to 2/3/4 and afflicts them with this Curse.

    1 token – Survivors are blinded

    2 tokens – Survivors cannot see progress bars or any HUD element other than skill checks.

    3 tokens – The killer becomes Undetectable and has no lullaby.

    4 tokens – All affected survivors become Helpless (Their Perks are completely disabled)

     Description: “A hex that roots itself in the instincts of survivors. You exploit your prey’s reliance on intuition and insight – rendering them stupefied before you.”

     Flavor-text: “She touched your skin, it’s too late for you now!”


    • Predator

    Running Survivors leave footprints in the world that last for 4/6/8 seconds.

    These footprints are visible only to you and begin white, but fade to yellow and then to red before fading away altogether.

    Footstep Audio from Survivors is 32% louder.

    (Change art to incorporate the Wraith)


    • Insidious

    At the beginning of the match, the killer is rendered Undetectable for 20/25/30 seconds.

    When a survivor is unhooked, this perk regains 15 seconds.

    The expenditure of this perk is paused while stationary.

     Description: “While others chase after their prey, you choose to wait for the perfect time to take them by surprise.”

     Flavor-text: “’Watch your back, man! That monster could be anywhere right now!”


    • Unnerving Presence

    When a survivor fails a skill check, they become Paranoid for 30/45/60 seconds

    (Parainoid causes survivors within your terror radius to hear maximum heartbeat over the course of 3 seconds, this remains until they leave. Upon leaving the killer’s terror radius, maximum heartbeat remains for 3 seconds and then it slowly fades away once more.)

    Skill checks within your terror radius are 20% faster. (The needle speed)

     Description: “All who are around you easily falter and make foolish mistakes as they succumb to terror”

     Flavor-text: “Everything’s going to hell in a handbasket real quick!”


    • Brutal Strength

    Break actions, Grab, Pickup, Locker Search, and Drop animations are 15/20/25% faster. Breakable walls are broken 30/40/50% faster.


    ~


    In my opinion, just about every perk in the game should be tweaked, but these would be pretty good places to start.

    Other perks that need reworks include Buckle Up, Furtive Chase, Hangman's Trick, Corrective Action, and many more. I just ran out of room to type everything!

    I think any of these changes would be welcome.

    I'd rather tune down an aggressive change than have these perks languish away without attention.

  • While some killers certainly do want the game to devolve into 4k only matchups - I firmly believe that the majority of killer suggestions are bent on making the game far more volatile and a lot less safe, while survivors often are the more stabilizing element in a debate, who crave certainty and absolutes that give them an advantage.


    I firmly believe that if you want to make the game less stale, you listen to the killers - if you want to make the game more stable, listen to survivors.

    Generally, of course.

    I believe that if the game was a bit more chaotic and had a bit more reliance on skill and luck in the future, more people would find themselves addicted to lining up in que for the next trial.

  • Literally, if they made it so that there's a criteria for EGC to kill the last survivor via entity - this wouldn't be an issue.

    If the last living survivor remains still in the Dying state for longer than 32 seconds, the Entity kills them instantly.

    Heck, they could probably save a lot more time in other ways.

    If the last living survivor remains in the Dying state for longer than 8 seconds during the End Game Collapse, the Entity kills them instantly.

    Which not only would allow Killer players enough time to give hatch, pick them up, or have them wiggle free - it would also end the match a lot faster than it is already... and let those sadistic killers sit back and watch the show.


    It's literally just as easy to implement as an auto-mori, looks a lot less clunky, makes sadistic killer mains happy, makes altruistic killers happy, and makes survivors sick of being slugged very happy in many cases.


    In all honesty, just giving the killer the option to mori should be enough. If the devs are worried about slugging, just let survivors kill themselves on ground after bleeding out for long enough.

  • @jamally093 said:

    I get you have self care and iron will and all that but Deja vu is a great perk because it helps with gen locations and is a perk designed to stop a three gen problem I don't know why it's extremely unused think about it's useful for solo ques for beginners and to help you figure out which gens could cause a three gen to happen so target one of them. For SWF friends one person can run it for communication so why isn't this perk used a lot.

    It's not a bad perk for super new players who have no knowledge of maps or generator spawns - likely those who don't understand the tricks of finding gens on certain maps.


    Once you've played the game for a bit, though, you begin to realize where generators spawn and which ones are high risk and which ones are low risk.


    Here, I'll share some knowledge for you.


    There are 4 types of generators: Yours, Risky, Unsafe, and Safe.


    • Yours | This is the generator you spawn beside. This should be your #1 priority at the beginning of the match, you should do everything in your power to work diligently to finish it. If the generator is blocked by Corrupt or you are chased away with little progress - the generator falls into one of the latter 3 categories. Because the first few generators are of upmost importance to Survivors, sticking to your own like glue and making sure it gets done ASAP is a priority at the very beginning of the match.


    • Risky | These are generators in the middle of the map, ones that have clear lines of sight on them, generators in dead zones, and those pesky gens with only a single opening to work on. The killer has multiple generators to patrol, so you have the more time to work on these generators when there are more in play. If you can determine which generators are the highest risk to work on - be sure to repair these while the trial is young.


    • Unsafe | These generators aren't dead in the middle of the map, they aren't solo repair projects, and they are probably not in dead zones... but Unsafe generators trend towards the center of the map, and may be slightly less than ideal to have as one of the final 3. If you don't see any evident Risky generators, these Unsafe ones are your next bet.


    • Safe | These are generators on the edges of the map, or located within powerful tiles that killers can have great difficulty chasing multiple people away from. A killer dedicating to this generator will allow the team more than enough time to repair generators across the map. These generators located in secluded and safe zones are the safest to keep until last.


    So, once you spawn into the match:

    -

    Do the nearest generator as best you can. After you've finished, or have been chased away, go to the next step.

    -

    Find the riskiest generators to repair and devote your efforts towards those. Once you are convinced there are no Risky gens left, or only 1 generator remains, go to the next step.

    -

    Find an Unsafe generator to repair and devote your efforts towards those. Once you are convinced there are no Unsafe gens left, or only 1 generator remains, go to the next step.

    -

    Repair a Safe generator. Harass the killer by sticking to it - if you are chased away, find another safe generator.

    -


    If you do this every match, like clockwork, it becomes an unconscious part of your gameplay - and Deja Vu becomes basically useless.

    Once you know which Generator spawns are Safe (Saloon on Dead Dawg) Unsafe (Shack on Groaning Storehouse) and Risky (Main House Haddonfield) then you know which ones to save for last and which ones to run towards and dedicate to once you spawn into the realm.

    After a bit of experience, you can replace Deja Vu with basically anything else and get just as much value if not more out of the slot. Experience renders it redundant. Until it gives something like 8-9% repair speed on highlighted generators, it's basically just a small crutch for those who are trying to learn the ropes, but quickly falls out of use once you even begin to approach average MMR rankings.

  • I personally think Rummage should be unlocked for everyone.

    Anyone can rummage through crates, it takes awhile to get an item - because it's based on luck.


    Pharmacy should probably allow players to rummage through crates in order to heal - or recover from debuffs faster.

  • They really have a few choices:


    1.) Make it the resident anti-sabotage hook

    Pro: It means sabo squads are a thing of the past! | Cons: Sabo is rarely a concern, turning this into a niche of a niche pick


    2.) Make it an Anti-body block perk

    Pro: Much more applicable and can change interactions | Cons: Same problem as Mad Grit - once survivors see it in play, they wont waste time


    3.) Make it a debuff that revolves around hooks - sabo, unhooks, protection hits, the works.

    Pro: Will be viable in every match | Con: Does not specifically counter any style of play.

  • They basically need to forget about the Wraith / Freddy combo alone and infuse her with a metric ton of Doctor gameplay.


    Condemnation should be a real threat, and her TVs should be a threat, so survivors should be encouraged to take and deposit TVs to stave off condemnation and remove the Onryo's power from the area for an extended period of time.


    Onryo should have a bit more to play with in terms of phasing. It should be made MUCH clearer when she's demanifested or not - and let her phase through pallets and be rendered immune to their stuns while outside of manifestation.


    The biggest draw would be to supremely mess with survivors and fill them with dread and uncertainty. Condemnation should act as a cumulative Doctor Madness and creep survivors out - making them see film grain and illusory Onryo's approaching them - hearing lullaby randomly and directionally with random variation - seeing strange occurrences on the hud (like warped faces).


    This would make the Onryo two things that no other killer truly does:

    1.) Instill a sense of pure paranoia in survivors as the match draws on - as several visual and audio cues will betray their senses and open them up to misdirection.

    2.) Actually be interesting to play against.

  • I really think the developers should focus on reigning in the tone of their franchise - it's beginning to waver and seep into strange territories that it was never intended to wander.

    The property is losing its way.

  • I really, really, really, really dislike the direction for both of these characters. Squandered potential in my book.

  • She's modeled really funky - she's not even all that ugly in the art, but there's a very uncanny nature to her model she looks off.


    Also, her lore gets an F-

    She fights off a vampire by drawing a moon on its face.


    Lame.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958499#Comment_2958499

    They're working on nuking the meta, alongside making prestiging characters actually worthwhile, id say its fair for them to announce something fun

    That's like trying to lose weight and saying "I went for a walk today, I should treat myself to a dozen donuts"

  • WOA!

    The forums are getting crazy.

    Here's the truth, the developers take their job very seriously.

    They do everything they can to focus on the game design - and are only held back from their lack of resources.

    In truth, it is their small team and laser focus alone that allows them to snuff out problems like this.

    With the developers having a serious tone for their game and absolute focus on product quality, you're in good hands.


    Hooked On You is coming out this summer!

  • This is the pinnacle of bad design philosophy.


    Take the fulcrum of balance and remove it from the core, hand it to players with free agency.

    Either the perk will ruin the system, or it will become a necessary part of it.


    The developers have unwittingly written themselves into a corner now. Whatever change they make to Boons from here on out will be a bad one.

  • It's more of a consultation prize for the unlucky few.

  • @Peanits said:

    As you've mentioned, you could just as easily not down them if you want to let them escape. If you insist on 'establishing dominance', getting close enough to down them and choosing not to still sends the same message.

    This cannot possibly be the official response.

  • My fingers are crossed though.

    I really hope they don't fumble the ball now when they need to be on their A-game.


    The latest chapter is looking pretty questionable in terms of stability and balance, the perk options range from meh to balance obliterating.


    The developer team has announced they're going to basically take the workshop to 20 of the top survivor perks and 20 of the top killer perks and iron them flat, which is more horrifying to me than anything else.

    I've always wanted Behavior to change their perks and breathe new life into the game, but focusing on the S and A tier to crunch them down to B tier shows that the 'Meta' has been a 6 year fluke. If the designers of the game wanted it to be fun, they'd change the unfun perks to be interesting and viable, but it looks like they'd rather spend their attention on their star performers.


    Very questionable philosophy for both design mixed with a very questionable approach to implementation is what makes me wonder if I'm still going to be an active member of the community by this time next year.

  • The community has been asking for certain things for years and years now.

    The response has always been nil - but whenever we do get something from the developers, it is along the lines of "We're working hard, and sometimes we just don't have the time or resources to accomplish everything that we want" or "We're putting this project on hold because it's expensive and it isn't part of our business model" more or less.

    Not saying they're greedy - because they're not - it's just a major factor in production.


    It's just another questionable step that can be lauded by some, and perceived as insult to injury by others.


    We ask for a seasonal game mode - nope. Here's some graphic updates.

    We ask for basic perk balance - nope. Here's some new animations.

    We ask for a game health update - nope. Here's a new Rift full of mostly garbage.

    -well at least they're working on the game-

    We ask for major fixes to MMR and the Boon system - nope. We coordinated with another studio to make a game.


    How good or bad Hooked On You will be remains to be seen - I hope it's good, my wife is a huge fan of both DbD and Monster Prom so she might like it.

    But there's no denying that this was a very poor time to announce it.

    The community should feel very happy and overjoyed to see such a game come out - a little DbD spinoff - but a lot of community members sound like they're confused if not upset by the direction.


    It's just a bad time to release it, and I have absolutely no context of what the executives were thinking when they pulled the trigger on the project, but I hope it pans out. It just cannot help but being a bit of a misleading factor in its own existence.


    It's almost like...

    We desperately need good direction and are crying out for attention from the devs.

    And they spend their effort and money on a joke product.

    No matter how funny or good that joke might be, deep down inside - it feels a bit rough.

  • I want to see how it's implemented first and foremost.

    My major concern is that this may prevent the always-entertaining end-game cheese that we all know and love, where the killer and the final survivor goof around a little and perhaps give the hatch/kill to one another.


    It could either be a super cool addition, or become absolute anti-fun.

    With Behavior's history, it could really go either way - we're just going to have to wait and see.

  • I have to profoundly but respectfully disagree with the direction the developers have stated.

    While I can very much understand the desire to make needed changes to the top 5 perks to both the Survivor and Killer rolls, knocking the meta perks around is not a very wise choice.

    All perks should be A tier perks, and S tier can easily be toned down. However, I fear that Behavior - in all of their zeal - may either push the meta perks into the B tier and remove strong perks from play... or accidently repeat the blunders of Boil Over and Circle Of Healing from the past and create an even less as stable meta than we already have.


    The tragic truth is that the meta is not only what it is because S tier perks reign supreme - the major contributing factor to the meta is a clear and fundamental lack of competition.


    If the developers want to see users enjoy a variety of new perk choices, they need not seek to push the top of the perk base down - but would find better success if they simply turned a bunch of garbage C and D tier perks into A tier that can begin to compete with the meta and draw users into new exciting builds.


    The worst thing is, regardless of how they change the effectiveness or general use of a perk - they will still be meta, because alternatives will become no more or less attractive.

    But those dead perks will still languish away in despair - which means the meta will remain as stagnant as before.


    It is a scary time indeed, because if they take good perks like Dead Hard away from survivors but offer no buff to perks like Buckle Up

    if they shift Pop Goes The Weasel away from its strong S tier position but don't elevate an F tier perk like Furtive Chase, then the meta will not change.


    I hope that the game will shift towards a healthy decision, I pray that the developers make the right decisions - but I firmly disagree with the overall direction they have chosen to proceed.

  • @AlkaloidssOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954912#Comment_2954912

    Oh really? Imagine 5 Premonitions in SWF. You happen to face someone BOOM they can see you, you're trying to sneak up BOOM another aura reveal. You're chasing someone and their perk l is on cd? No worries, their friend will reveal your aura for them! No need to even be decent at looping!

    https://forum.deadbydaylight.com/en/discussion/comment/2954914#Comment_2954914

    There's a big difference here. The killer himself will already give you a hint of what he's doing. Meaning you can hear pallet being broken, gen being kicked etc.

    Having random aura reveal just because you exist would be OP.

    Let's be fair.

    Seeing the killer's aura isn't the most powerful tool in a survivor's arsenal - just look at Amber on keys. Survivors could easily bring Amber and use keys to instantly deduce where the killer is coming from, but you never see this in practice, it's extremely rare.


    Giving the ability a minor aura reading is more than a fair suggestion - and while it may be powerful in certain respects, it could easily be curtailed to balance out - with durations and cooldowns, etc.


    I think you bring up a fair point that aura reading is much more powerful in SWF teams where coms can allow a single player to give communication - and all players in tandem could use increased efficiency from the perk, granting a 0 blind-spot location read on the killer.


    I do want to ease your worries though, such information is not only redundant in many situations - but, from a killer's perspective, it can be seen as preferable to the alternative. I'd personally rather have a SWF bully squad with all Premonition and no CoH, DH, or BT. It may be strong, but I'd actually love to see it used every now and again! Ya know?


    And, fear not my friend, I don't think the devs themselves are scouring the forums, gobbling up every idea to put into the game.

    I just wanted to hear what people thought about the perk as-is and what their wishlist might look like.

    There's no reason to debate on the usefulness of aura reading.

    Let's just focus on Premonition, a 2007 American supernatural thriller film directed by Mennan Yapo.

  • I'd love to hear more about what the community thinks of this perk.

  • If it fits it ships.

    Many of the girls are super artsy - or very flashy.

    But the majority of the guys are very stern, straight-man, or stoic.

    I can't really see David rocking bright hair, because he takes himself a bit more seriously than that.

    Most of the guy characters in the game do (Or are licensed - so good luck with that!)

    Ace is the closest thing we have, but he's more of a James Bond type rather than a flamboyant type.

    Jonah's a blank slate, but he also works for the CIA - so I'm not sure how against-the-grain he really is.


    Meanwhile, flashy cosmetics for punks like Meg/Nea/Feng, fashion freaks like Kate/Zarina/Yun - it makes a lot more sense.

    I can see Nea or Feng wearing something super loud and distracting, while I can't really see Felix or Adam doing as much.

    I can see Zarina or Yun wearing some esoteric high-brow fashion-statement hair coloration, while I can't really see Jeff or Jake going for it.


    It's not sexist, it's just personality wise. There are 11 original female survivors and 8 original male survivors.

    I cannot, for instance, see Claudette wearing super loud and gaudy hair styles - it just doesn't fit her more insular and reserved demeanor.

    If they had a more rambunctious and free-spirited male who, perhaps, has a taste for higher fashion - I could totally see them having bold hair styles!

  • They should remove it and make it a green/yellow addon to allow it to be used again. Maybe even make it easier overall.

  • I do think it should be buffed. Revealing the Obsession's Aura for 12 seconds and extending the blockage to 60 would be great and may actually cause this perk to actually be seen in real life.

    ~

    Description: “You have surrendered yourself to The Entity’s servitude, which has garnered particular favor with its sway.”

    After hooking each survivor once, all remaining generators in the trial are blocked by the Entity for 30/45/60 seconds and the aura of the Obsession is revealed for 12 seconds.

    Flavor-text: “’To truly convey your emotions through art, you must accept the things that imprison you, use it to fuel your work.’ – Carmina Mora”

    ~

    Giving a 20 second buff to block time and a much higher aura read makes this perk a much greater payoff after toiling away at hunting each individual survivor. By extending this time, Survivors will be encouraged to reset and challenge side objectives as they wait to facilitate their escape once more.

  • A lot of his cosmetics are super grungy. I know it goes with his aesthetic overall, but I'd love to see some more fun skins.

    People have pool party skins and such, Nea has tons of artsy stuff - even Jane has some good artsy and spring outfits! Jeff deserves a bit of love too!

  • Boil Over is a horrendous perk - not because it's weak, but because it is designed so poorly. It is in the 9th circle of design flaws because when the numbers are too low, it's a useless perk. When the numbers are too high, it's absolutely unfair. When the numbers are finally in the middle ground - it's infuriating for both sides.


    It needs a rework, something that - even if not great - could at least be tweaked to be in a better place.


    ~

    Description: “Your free spirit will never allow you to be restrained without a fight.”

    While being carried by the Killer, they become Distracted (cannot see auras or HUD elements).

    For every time you have been hooked, while the killer carries you they are Hindered by 2/4/6%

    ~


    This perk is in a very precarious and mutually frustrating place right now. In addition to its questionable effectiveness, it seems to be very confusing to newcomers - who seem to misunderstand what the perk means. Does it increase wiggle speed? Does it slow the killer down? Are hooks made invisible to killers? They don’t quite understand. Scummy survivors are capable of abusing the abstract elements of the base perk while the vast majority of players will struggle to extract any meaningful value from it at all. In essence, it is primarily used in bad faith, and good faith actors nearly never find purchase. This very small change cuts through it all and makes the perk both viable and balanced. By inhibiting the Killer’s ability to see auras or keep tabs on survivors, carrying a survivor with Boil Over can prove risky, rendering many information perks moot to the killer, and causing greater difficulty in finding hooks than ever before. This adds an element of confusion to the match, as killers will devote their complete attention to the hook and are rendered stupefied while carrying, which can add up to several seconds. Instead of creating obtuse and quite amorphous niche benefits of wiggle speed and dropped wiggle progress which may in particular ways slow the killer - by slowing the killer by a flat value - up to 12% - this can buy a carrier with Boil Over a bit more time, and can prove to be a reliable clutch perk late game if the match was played well by survivors. Making an end-game killer move at 78% speed (3.12m/s) while they look for hooks and are blind to the status of the trial can be quite the buff. The perk, in these circumstances, boasts of a flat value of starving the killer of information, while also making it a potential power-perk late game in particular circumstances, which is not subject to random chance, but can be reliably enacted so long as the survivor was unhooked twice previously. A killer with a Mori, a killer with a hook nearby, or a killer with Agitation can easily counter this perk - but the benefits of confusion and late game Hinderance makes this perk far more attractive to bring into the match as Survivor, and far less frustrating for both parties involved. With these changes, Boil Over will become far more attractive for Newer survivors, while also having great synergies with experienced survivors. All with minimal frustrations from both sides.

  • The biggest problem about Hug Tech is not its strength or acceptance in the core/hardcore community - it's consistency.

    It is not consistent with his design, it is not consistent with established conventions of the game, and - within its own use - it is inconsistent what the Blight can and cannot use to slide or hug.

    If any other Killer or Survivor had similar inconsistencies, there would be no question about having it restored to its base design.

    As it stands - it is an inconsistent and dangling bit of his kit that pro players can exploit to gain advantage in certain situations.

    Until it is removed, not only can we never tell with statistics the true health of the killer, but we will never be able to make useful patches or nerfs.


    If people want to freak out so badly, make an yellow attachment that allows him to Hug again. Problem solved.

  • All they need to do is boost his scoring events and give him more than double BP on T3 downs.

  • I LOVE THIS

    More digest like this please - I love the creativity and thoughts. Some of these I'll have to steal for my own headcannon of needed changes!

  • I like the idea, but it may be strong with alpha numerics.

    Looking towards a TV while Saduko exits it should cause Condemnation to accrue passively - but very slowly.

    if done several times through the trial, it may become noticable.

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