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Valik

Valik

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Valik
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  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949459#Comment_2949459

    I think all killer add-ons should be strong and equal, and rarities should just determine the level of complexity of an add-on imo and if they have a disadvantage they should have an bigger advantage that compensates the disadvantage. Because then I don't understand why killers, the power role, can't have that to compensate survivors having busted ranger med-kits that can heal you 3 times super duper fast or toolboxes with 32+12+8 charges that can do a gen in 50 seconds literally if you hit all great skillchecks.

    Don't forget Prove Thyself, Fast Track, Resilience, and Spine Chill.

    Having 2 people on a gen can have it done in under 40 seconds.

  • No contest. This will make the game a lot healthier.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948920#Comment_2948920

    The add-on made that way would just make smaller maps better and bigger maps worse, I think we should stick to the idea of keeping the terror radius unsuppressed but The Wraith is stronger in some other area, so it makes sense even with the lore because you're actually "a beast". Because with the add-on made that way you would only get value with Coulrophobia pretty much.

    It's a matter of taste, but I get what you mean.

    I really don't think a brown should give any significant advantage that is broad.

  • @QueenSaccharine said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949178#Comment_2949178

    Pretty much. I understand that sometimes your team messes up and it can screw you over, which is why I don't even mind most "selfish" perks, but getting to see the hatch with Left Behind/Clairvoyance means that you're on average more likely to get an escape by actively being harmful to your team's overall success. My point is that Left Behind should be something to help a survivor who is "left behind" because their other teammates have died, but not something that would help a survivor to the point where they would WANT all of their teammates to die.

    More perks should be made to encourage players, both survivor and killer, for doing their objectives and doing them well. We're Gonna Live Forever rewards BP for safely unhooking and taking protection hits, BBQ & Chili rewards BP to killers for hooking multiple people instead of just one or two people over and over. While the reward shouldn't always be BP, more perks should be like this, in my opinion.

    Imagine if NOED worked on tokens, where each survivor hooked before the exit gates are powered provides a 1% bonus to movement speed when it activates, up to a maximum of 4%. If you have 4 tokens, all survivors become exposed until the totem is cleansed. It would still be a powerful perk but you would have to at least work for it.

    Agree 100%.

    I guess I'm at a loss, because I don't know of any particular way to make something like Left Behind potent in its niche without, perhaps, encouraging players to favor the niche.

    Left Behind is best when you're playing with other selfish people - or perhaps with lower skill teammates.

    It's hard to make a perk that helps players survive in spite of their teammates, without making them spite their teammates for their own sake.


    (Also, I'd love to see a token based NOED!)

  • @QueenSaccharine said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947836#Comment_2947836

    My point is that seeing the killer's aura AND the hatch's aura would mean that any decently experienced survivor would know how to make it from where they are to the hatch without being spotted. Seeing a killer's aura throughout a match with things like kindred can be helpful but far from unbalanced. But getting to see the killer plus your free exit while the killer doesn't see either bar luck being incredibly in their favour is overdoing it for sure. It might even turn it into a popular perk if it worked like that, honestly.

    https://forum.deadbydaylight.com/en/discussion/comment/2948152#Comment_2948152

    It's not about whether it's a win or not - as described above, hatch is pretty much never considered a win except for maybe the sole survivor who got their 5000 extra BP for escaping. It's about the kind of behaviour it rewards and indirectly promotes just by being there.

    https://forum.deadbydaylight.com/en/discussion/comment/2948171#Comment_2948171

    You joke about it, but I can tell you without even checking that people have complained about Monstrous Shrine before. More than likely in one of the many posts about basement Bubba. People will complain about any perk, I'm aware I'm not much different. I just personally dislike perks that reward bad play or encourage bad behaviour. I like No Way Out as an endgame perk because it rewards you for playing well, I dislike NOED as an endgame perk because it rewards you regardless of if you played your heart out or went afk all game. You feel?

    Gotcha!

    I'd say it's agree to disagree at that point. I don't think it's all that more powerful in practice, but we absolutely agree that this change would make people actually take the perk - which is exactly what we all want.

    I'd like to see some data on a version like this though, if it helped survivors in the End Game but wasn't absolutely broken - it would help make it a much more popular perk.

  • @Hex_Llama said:

    IMO, the main issue with No Mither right now is that it's obvious to everyone that that's what you have, so the killer doesn't ever leave you slugged. If it were possible, I'd have a version of No Mither where you start with full health, but you can't ever heal once you get injured, you don't have the Broken icon on you, and you can pick yourself up from slug unlimited times.

    To be fair, the objective of the perk is to NOT be slugged. It's hard mode. So it's working as intended.

    However, I like the idea of starting out healthy and just hiding the Broken status from the Killer.

    It's like... hard mode lite.

    in Yes Mither Comment by Valik
  • I love these ideas, guys! There's a lot of creativity here!

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947479#Comment_2947479

    I think there should be no disadvantage add-ons/meme add-ons, just add-ons that change the power in an interesting way since we have only 20 slots of add-ons.

    Same.

    I think that messing with the killer's terror radius instead of removing it altogether would be an interesting way to confuse survivors without, by merit, making the power much stronger.

  • @QueenSaccharine said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946363#Comment_2946363

    I think that being able to see the killer AND the hatch would make it even more of a "free win" which is not what I think a perk should be. Getting healed one health state when you're the last person in the match doesn't sound so bad, but healing two health states at once sounds a bit much.

    Admittedly this can already sort of be done with adrenaline - if you let the killer find the hatch first and kick it closed, you get healed and a speed boost, same as if you finished repairing gens. But Left Behind could be a free heal without the hatch getting kicked closed, leaving you a chance to escape that way as well. Would also make it a decent anti-slugging perk in a way, so killers can't slug at 5 gens and get a 4k.

    Two health states may be a bit much - I can see it being limited to one.

    Although, I'd like to discuss the aura reading of the killer being a 'Free out' - I never thought this was the case, seeing the killer's aura is pretty strong in certain circumstances, but it is far from OP in my book.

    What's your thought process of why it's so strong? What makes the aura read a 'Free Out' ?

  • It's a massive improvement, still not sure why they kept the broken copy machine after so much protest, but I guess it's passable now.

  • Forget about the Plague getting a skin - this should be a KILLER!

  • Depends on the survivors in the match and the rank you're at.

    As killer, some are better pippers than others.

    Good with a Hillbilly and chainsaw survivors? Enjoy the free depip lol.

  • It would be nice and all. But I'm cool with them focusing on making the game better overall instead of designing new kinds of trials.

  • Here:

    Padded Jaws - Traps do not injure survivors. Survivors can free themselves much faster. When a survivor is freed from a trap by themselves or a teammate, the trap is automatically reset.


    Now it doesn't need to tackle health states, you place the trap in loops and it's designed to catch survivors and hold them for a few seconds as you approach for a hit. After the hit, the trap is reset. Wonderful value, good resource, time saver - doesn't injure.

    A good memento item.

  • I like this to be more extreme.

    If the killer is closer than 16m for a few seconds, the perk activates; Entity progress on the hook is slowed to a crawl.

    Make teammates do something in tandem to make it a team effort to squash the camper

    ~

    While hooked, if the killer is within 16 meters of the hook, hook progress is slowed by 8/12/16% for each other survivor working on a generator.

    When another survivor is hooked, their hook progress is slowed by 8/12/16% while you work on a generator outside of the killer’s terror radius.

    (This is revealed to other survivors while you are hooked, and stacks)

    ~

    Something like that.

    If the killer tries to camp you from beginning to end, and the team works on generators and sweeps in to save at the last possible second, you can gain up to 50 seconds additional hook time.

    When another survivor is hooked, doing a generator will add ~20 seconds to the total hook time of your ally.

    If the entire team runs the perk and focuses on generators, you can look at an additional 100+ seconds of hook time provided the killer is camping while the team continues to do generators.

    This guarantees the perk will find value in its niche circumstance, and will serve to stomp out any and all face-campers without breaking the bank. If an entire team runs the perk to foil campers, then it’s balanced properly as a worthy effort - and doesn’t find any true value once camping becomes a viable part of the game: During the end game.

  • This is a patently and undeniably misguided idea.

    Not only will killers simply dodge, but people will actively be encouraged to play without friends!

    Who wants to encourage players to isolate themselves??

  • Very well constructed. I hope the team is taking notes and makes some changes!

  • I really like the idea of turning Solidarity into a 'buff injured teammates' perk.

    I really appreciate the creativity!


    I think we're on the same page, though.

    It doesn't need to directly counter Hemorrhage, just be reworked to be viable outside of its effects.

  • She is undeniably the strongest, however I'm unsure if she needs a 'nerf'

    If we tweak her numbers to pull her down, she will be basically useless.

    Her balance is highly precise.


    If you want her to be a bit fairer to go against at higher ranks - and fairer to play as in average games - then she'd need a complete rework.

    Nerfing her as-is won't do anyone any good.

  • This would just be Wraith on drugs. This is better for an Iridescent tier addon than a brown 'meme' one.

    On the other hand, it should probably be the opposite:

    While cloaked, your terror radius is not suppressed and is extended an extra 12 meters.

    Or

    While Cloaked, survivors outside of 32 meters are subject to your terror radius inverse to your location.


    Something kinda confusing about the terror radius that's fun and interesting, and situationally useful other than a straight downgrade.

  • Nah, it's alright having survivors taking time running to items, picking them up, and having to use them locally.

    Having a survivor drop their Medkit in the corner to use later if they are desperate is more than fine - you see its aura, so you can tell where it is and what it is. Which means you can come back later to catch them when you see it missing.

    In my opinion, making survivors drop items in an attempt to preserve them gives the perk a passive buff that would be lost if it encouraged survivors to hold onto their items and simply try to avoid getting hit.

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947231#Comment_2947231

    Its entirely possible the devs just havent had the chance to show The Entity's ability to do so just yet. I feel like The Entity being able to revive Victor could be a tease towards other life-giving powers the entity could have.

    Feel free to let your imagination run wild!

    Within the lore is very particular, but if you're just having fun with ideas outside of the Lore - it's an entertaining idea.

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947077#Comment_2947077

    If the Entity could create life, I think it would still have reason to abduct killers. If it abducts a killer, one capable of emotion, it could feed off the emotions of both the killer and the survivor being pursued by them. Like it would feed off The Spirit's rage, and a survivors fear of death.

    I think if it could custom tailor a being to torment a survivor, it would be like eating at a gourmet restuarant. The portions are smaller, but the food is better. The Entity gets to feast on a a very specific, intense emotion, but it gets less to eat because only one of the two is capable of emotion.

    If this were true, we'd see at least one instance of it being employed. Or, at the very least, an inference to it.

    Because we have established that the Entity either cannot or will not create original constructs, we know that such situations lie outside the scope of the game's establishments.

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946829#Comment_2946829

    It may not have the creative prowess itself, but it can feed off of the creative prowess of others. It used The Artist's creative prowess to construct The Eyrie of Crows. Perhaps in the same way it could tap into the creative potential or fears of someone that can envision a person or monster that would scare them, and create it. It could then feed off the emotions from a person seeing their fears manifested.

    The Eyrie of Crows was extracted from her memory, it was not a creation of her own mind - as all locations in the game are.

    If this was the case, there would not be a need to abduct Killers. If the Entity could manufacture original creations from the creativity of others, it would need only to abduct survivors.

    Likewise, if it could manufacture the perfect prey to feast upon, it would only abduct ideal killers.

    The fact that it abducts both Killers and Survivors is proof enough that it is incapable of creating a new form of life, absent from outside influence.

    It can replicate emotional beings, but it cannot invent emotional beings.

    The Entity is incapable or originality or creativity, and it is evidently unable to create substantial figments to elicit emotion as well.


    To believe the Entity is capable of creating new life is to ignore its established and absolute dependance on outside sources to perpetuate its own existence.

  • Because Seal is both redundant and demonstrative - especially with the regressive use of Devotee's amulet.


    Sure, you get your Corrupt more often (Yay!) But it's a lot shorter. (Boo!)

    You can use Devotee's Amulet to bring it back to normal (Yay!) But you just wasted an item slot and a rare item just to make your first choice viable (Boo!)

    Seal gives you your power on generator completion (Yay!) But because generators can be completed in sequence, there's great overlap, which means there's bound to be massive inefficiencies (Boo!)

    You get one of the most powerful abilities in the game up to 5 additional times (Yay!) But survivors will see that you wont be drinking from fountains anytime soon and take the time to cleanse. You're using your power against healthy targets, not infected and injured ones. (BOO!)

    You used 2 items to increase the frequency of your power (Yay!) You could have used the same rarity in items to go Black Incense and Vile Emetic to make yourself far more deadly in the long run (Boo!)

    Deadlock can prevent 3 gens from popping before 1st chase is done (Yay!) 2 are likely to still pop, and all you've done is force whoever was repairing gen 3 to start working on another generator first. Unless you brought Pop or Ruin, you've accomplished very little. (Boo!)


    There's a reason you don't see this very much as Plague, because it isn't particularly any more effective than other builds.

    I understand the attraction. "I get my power and they cannot even complete the next generator! Muahaha!"

    Until you realize that Tinkerer is literally a superior option, as it places you right next to the first generator right before it pops, positioning you for one or more downs with your surprise power - which means you don't need the extra 20 seconds.


    Wait, why are we talking about the first few generators anyway? It's the Plague! Bring Corrupt Intervention, Severed Toe, and Ashen Apple.

    Now you won't have to worry about the first two gens being done at all, and survivors will become broken quickly for you to engage with a Pool Of Devotion at your discretion.


    Not saying it's 100% hypothetically better, but IS+DA with Deadlock isn't exactly breaking new ground. Plague is a strong killer that's been around for years. The build as recommended is strong, but no stronger than what she already can do with other perks and addons.

  • After playing the game for over 1,500 hours, I have never had a problem with this.

    As a killer, survivors swapping to something like Medkits, Toolboxes, or Flashlights never really informed my choices for perks or attachments to counter them.

    I understand that there are many players that take the game seriously to the point where they see 2+ flashlights and instalock Lightborn to avoid the bully squad, only to see them swap to Medkits last second - so that the killer stomps on their hat in impotent rage as they swear they could have brought something better, like Sloppy Butcher.


    In truth though, these things matter very little. You don't need lightborn to face a flashy bully squad - you don't need Sloppy to face an uber-heal team.


    Never had an issue with survivors trying to 'bait' me with going a no-skin baby dwight, then switching to their overloaded Feng mains with anniversary flashlights and tricked out charms. It's hilarious, but never an issue.

    To suggest it would be an issue would be to suggest that one has no faith in their initial build, that their skills depend entirely on their expectations from the match, and/or that they entered the match intending not to play well.

    So long as you're bringing a build you know how to use, don't rely on expectations in a match, and go into a match intending to play comfortably - then the entire thing is a non-issue.


    This has never been a problem for me, and I do not think it ever will be.

  • I totally agree.

    In my opinion, what makes the main building so stupefying strong is that, in addition to its raw power, it is also connected to some very strong tiles that are placed adjacent to it.

    Here are some suggestions I have for the map:

    • Forward window becomes a Breakable Vault (Breakable wall with a vault within, can be broken by Killer to make an opening)
    • The pallet inside of the building is a Crank Pallet (Spawns dropped, survivors can spend several seconds to turn it upright)
    • The main entrance has an open doorway on one side and a Garage Door (Opened just enough for survivors and certain killers to crouch / slide through, Killers can open the garage - survivors can spend time re-closing it to an ideal height)
    • Grass is everywhere, it isn't just patchy.
    • New Gym types that can be used in one of the 7 gym tiles. (A and M gyms)
    • Coal Trough is an open tile type (used in field) where survivors can crouch/slide under until the killer topples the trough to create a long/stout wall.
    • All Gyms have a chance to spawn with a Door instead of a Pallet (Doors can be opened / slammed by survivors with preparation, can be broken by killers.)
    • Second story to Storehouse with small staircase, Upstairs has large hole inside that creates a drop.
    • 1 Locker in the building is an Elevator Locker that slowly transports survivors between floors. (Enough time for a killer to narrowly make it up/downstairs to continue the chase.)
    • Upstairs has 2 breakable wall/breakable vault locations to the outside, and 1 somewhat safe vault window.
    • Upstairs has 1 pallet.
    • The Two hills in the map spawn slightly higher and mist have direct line of sight with main building - special Hills with higher tops.
    • Upstairs has ramps that can be lowered to create ramps that lead down to the hills, provided there's no telemetry in the way.
    • Water Tower can spawn in any Tile location.
    • Killer Shack always spawns as one of the Gym tiles closest to the main building, but its position is random.
    • Main Building has a ring of small tiles (non gym loops) surrounding it on all sides, providing a gap between the main building and gyms.
    • If the Basement ramp does not spawn in one of its designated locations, storage crates occupy its area.

    Thoughts?

  • I'm really sorry to hear that you had a bad time.

    I agree that there should be some innate 'clock' in a match that limits it to about 21 minutes. I have a strong distaste for matches to even last 14 minutes, let alone over 20.


    I salute your creativity for the perks and gameplay issues, I have to respectfully disagree with the philosophy in your approach, though.

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946394#Comment_2946394

    iirc, the entity doesn't feed on life, it feeds on emotion. So hpyothetically, do you think it could create life, but that life would just be incapable of emotion, and thus the entity can't feed on it's own creations? Because if the entity understands the basic physiology of a human/creature, couldn't you call constructing something based on that creating life?

    Emotions, do the Entity's extend, are just neurochemistry reactions.

    Survivors are an amalgamation of instinct and learned experiences.

    If The Entity had any creative bone in its chitinous body, it would be able to make new neurology to create the 'perfect' food that feels incredible emotions.

    However, we know that the Entity is both aware of the strength of emotions - and must capture prey to accomplish this end.


    For the Entity to have the power to create such intricate replicas down to the marrow, to know the fine details of exactly what it's looking for, and yet not have the power to create what it desires - it is indicative not of impotency, but of a lack of creative prowess.

  • I never knew that camping was 'Meta'

    I think all Behavior has to do is tweak the BP gains to make it less rewarding overall so that players would rather lose to a 4e and actually play the game than sit around to secure 1k.


    Honestly, until gen speeds are fixed and the games are drawn out to be longer overall - this will always be a problem that cannot be rectified by other design philosophies being implemented.

  • IDK what all these survivors are complaining about - it's safe vault heaven. There are legitimate infinites in a few buildings, provided the correct spawns.

    The dead zone in the middle is honestly beside the point, because each side of the street has some of the strongest tiles in the game stacked back to back.


    So long as survivors split their attention and loop safely - avoiding unsafe pallets and not greeding - it's very survivor sided.


    When you compare normal M1 killers to the relative distance of the map, the map can become extremely large. So long as Survivors prioritize the right generators, the map can become nearly unwinnable as the majority of killers.


    The distance and strong loops inside the house make the map super favorable to survivors - especially with select perks (Cough - Balanced Landing - Cough)


    The large dead zone in the middle is often to the determent of many killers who rely on surprise attacks and ambiguity to ambush their prey. Ghostface and Meyers mains cry when they load in here - as one can be spotted clearly from across the map if they step into the street.


    I think that a lot of survivors think the map is disfavorable because it lacks familiar points that they use.

    Most survivors know how to play an LT, gyms, shack, normal stuff. You present a survivor with that little tool shed and hedgerow in the back of the corner house and they have no idea how to run it. While it's among the strongest loops in the game until the breakable wall is destroyed by the Killer, most survivors don't understand how to utilize it to its best extent.

    Right now survivor mains are crying, and I understand why - but once everyone begins to learn the map, it will likely subside into a more 'balanced' approach, as killers are run for over a minute on perspective infinites and safe vaults are exploited while the unsafe pallets are relegated to late game last resorts.

  • I have to go for Bonky Daddy as my wife is enamored with him.

  • I don't think Batman has any villains that truly fit the direction that Dead By Daylight has to offer.

  • Artist is much, much better when her playstyle works out - however, when survivors learn how to hold W and prolong chases, the power becomes very difficult to use correctly.

    Executioner bypasses many trappings of killer design and ignores many anti-tunnel perks that could otherwise hamper the Killer's momentum.

    Artist shuts down gyms and loops, but encourages survivors to waste the killer's time.

    Executioner can better effectuate hits with a skilled player to attain greater momentum faster.


    They're very similar - dangerously close.

    If I had to bet on a match, I'd guess Executioner, simply because he bypasses many meta perks and can shut down loops much faster in the hands of a skilled player. Lots more utility overall than Artist, who still has to spend time hooking and waiting out BT and DS all the time.

  • @nostrada96ass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946303#Comment_2946303

    i don't looking for coming out pinning in internet game forum being one of morally superior lgbt supporting people

    its easier to support group of unknown people on internet, and it feels empty to me

    i don't know myself can natural about lgbt people in real life so i can't hypocrite

    personally i wanted to be girl entire life from varius reasons and feeling but i won't try seriously because i know its physically impossible,

    few people misunderstood im gay but it wasn't

    i just accepted myself now and changes all up to science, not my mind

    everyone knows people gonna freak out if manly man say "im woman inside" in real life

    I'm really sorry to hear that you're uncomfortable in that aspect.

    I hope that you find a structure of people around you in real life to support you in life and help you in all things.


    However, your original post is about perk balance - so there's bound to be miscommunication.

    The forum here is for discussion about the Dead By Daylight game, it's not an ideal place to find life advice outside of the game.


    I hope the best for you and your future, I'm sorry to tell you that I'm not the best person to help you with your issues. I hope that you have a wonderful day and have a good time in your future endeavors.

  • There are many killer specific charms that simply wouldn't fit very well clasped to a survivor's side.

    Likewise, there are many survivor specific charms that would make for awkward or perhaps even misfitted direction on a killer's hook.

    I honestly don't mind having certain charms specific to one side or another - however, I think these instances should be far more specific.

  • I love this skin so much, I'd 100% buy it for my wife.

    1 caveat - I HATE how the Karambit is incorrectly held. The Legion holds Karambits BACKWARDS. Literally, the contours of the blade are contrary to being held in that direction!

    It's a pet peeve of mine, but otherwise - I love this skin enough to spend real money on it!

  • From what I understand, the Entity is completely derivative.

    It is capable of constructing copies, duplicates. However, it is devoid of creative powers - or if it does, its propensity for creativity extends beyond our scope of realization.


    If the Entity could create life, it would simply create its own Killers and Survivors to feast on, an endless supply of unique and interesting individuals and tons of killers of original design - it would have no need to go through any effort to abduct and twist Terran creatures into its sway, nor would it have to construct complex facades of reality for its food to play within.


    The Entity can construct, but it cannot create.

    It can replicate, but not birth a new design from its own machinations.

  • Wha?

    Isn't the centipede a body-horror victim?

    Wouldn't this be the same as making Mr. Tusk from TUSK the new killer? It just doesn't make any logical sense.

    It's also super wacky.

    If the Human Centipede was an actual abomination of fused human flesh, like a Fallout 3 Centaur, then it may be a bit different. However, the Human Centipede is merely a few victims stitched together by an insane guy with sewing needles and way too much time.

  • I think, in time, each and every killer should have unique music.

  • @IlliterateGenocide said:

    The Speed one would be really hard to do.

    Speed Modifiers Stack.

    Breakout, Hope, Boon: Dark Theory, Adrenaline, Lithe, Smash hit, Balanced Landing, Sprint Burst, Blood Pact, Guardian, and Clowns Piss bottle

    A lot of these can make a speed way faster than 4.0.

    especially if combined

    So the Speed cap would have to account for these

    Then there is teleporting

    they don't walk or run at all.

    and rubber banding may or may not trigger it as well.

    They need to change the Haste modifiers and make a monitor that validates the sources. All it needs to do is check the equipped perks, verify that perks in use are only 4, then ensure that marked "Shared" perks that grant movements speed to allies (Guardian, Dark Theory, etc.) have a shared, associated effect that doesn't stack. By making it that Haste does NOT stack, but favors the highest source, it would also make validating sources simple. If someone doesn't have Sprint Burst, but they are given 50% Haste sourced from Sprint Burst, Hacker. If they are moving 15% faster sourced from Guardian, Hacker. It would take a little doing, but it's 100% doable, especially with validated times. If a survivor enjoys over 50% movement speed for longer than 5 seconds, Hacker. If the Haste status exceeds all sources in the game, Hacker. If movement is higher than the base amount with an unverified source, Hacker.


    Making Teleportation for killers marked for specifics isn't too hard, it could be done with a simple If/Then loop.

    If: Killer using ability | Then: Ignore speed limitation . . . If: Killer uses ability at unreasonable frequency | Then: Flag for hacker.

  • I 100% Agree.

    At this point, it is only useful to cheese out those incredibly annoying "Open Hatch" challenges.


    It really needs a rework that gives it a big impact if the survivor truly is 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 over the course of 4 seconds.

    ~

    Giving wall hacks to survivors and a free health state when their friends die or get out of dodge, this perk can become pretty powerful. It can even be coordinated to a stupefying effect by numerous survivors. However, in practicality, this incarnation of the perk shines when you are at your most desperate moments at the very punctuation of the match. When you are the last one, or the forgotten one. Dying on the floor as your last living teammate leaves you for dead and another just died on hook? Congrats, you’ve been left behind - you’re restored to full health. The counter to this perk is in its own name - the killer is going to have to make this survivor the one that gets left behind. The perk, however, loses all of its potential when the opposite is true. When the killer either takes out the designated survivor before the end game arrives, or if they focus on other players during the final moments of the match. In reality, this can be seen as an ‘Adrenaline on drugs’ but can only be triggered in very particular situations. End game builds will have to contend with the healing as the final kills are mounted, but so long as the exit gates remain closed and the survivors are trapped as a group within - the perk refuses to shine its true colors, making it a true value pick for anyone who plans on making a clutch play.

    What do you think?

  • I love this idea so much, however - I think broken until downed is a bit strong.

    Broken for 40-60 seconds and having the perk REQUIRE to be restored to full health to be able to be used again is much more sensible.

    It prevents spam and encourages teammates to heal one another - which takes time.

    It's a hard tradeoff at that point. The survivor is gambling a hook state/losing chase to a potential ~16-32 second heal.

    While the first use is inheritably 'free', the killer can see that the user is broken and think "Okay, I got my value out of this chase" and leave, knowing the perk cannot be activated again for several seconds and, beyond that, requires teamwork and perks to be reactivated again.

    in Dead Hard Comment by Valik
  • I had this weird bug the other day where I played against a survivor that didn't have Dead Hard.


    Bonus bug:

    I had a match a little bit ago where the killer was this weird guy with a cringe fedora and a striped vest. I think it was a bugged Saduko because they teleported sometimes, but were otherwise a useless M1 killer with no stealth. Has anyone else encountered this obviously unintended graphical error?

  • I see him once in a blue moon, but it's always when - as @MineatomTR expressed - I had a few bad games and got bumped down some MMR.

    Trappers are usually paired with poor survivor teammates and very silly plays, but more often than not conclude with a stomp on the killer that turns into a NOED 2-3k.

    in Trapper. Comment by Valik
  • They really need to make little skill-based minigames to make holding M1 a lot more engaging.

    Until they make the entire 'Hold M1' system a bit more entertaining, mending and repairing are going to be the most boring aspects of the game bar none.

    in Oof Legion Comment by Valik
  • 1.) We should really not care about the sexual orientation of characters in general - but especially not the likes of killers. Characters like Clown or Hag should never ever ever ever be sexualized in any way. They are not characters created for this in any manor, nor are they curtailed to be perceived in such a way as to be relevant to humanity. I understand that there are a few people who sexualize killers on a fanfiction level, but this should be relegated to community interpretation - killers are not meant to be sexual or even relational in nature.


    2.) Killers make for poor 'representation'. I use quotations because I do not believe any sane individual would want to throw their lot in with someone like the Clown, nor should they ever. Killers are morally devoid and incredibly dangerous individuals and should not, in the least, be sought as a form of representation - as it is of ill conceived direction. You don't want to, for instance, make a particular killer neurodivergent - because then it has the added correlation of autism = evil killer person... which is NEVER what any developer of the game will want to portray. While such factors like ethnicity and gender are implicit in presentation - factors such as sexuality and so on do not need to be disclosed, which makes the effort of such inclusion all the more deleterious towards desired progress.


    3.) Survivors make for great representation because they have outstanding qualities and are comprised of fantastic moral fiber. David King is a selfless and hardy man who uses his strength and incredible fortitude to help those that are weaker than him. He is strong, selfless, and daring. He is a hero. Having him represent a minority group is a good choice, as many survivors are. He has relationships and interacts with others regularly. Survivors, in this sense, are good examples of what representation could be - not that it SHOULD be - but the novelty stays nonetheless. Killers, however, are abusive, ill willed, selfish, destructive, and horrifying abominations comprised of once-human remnants twisted into machines of evil by the Entity. While survivors may enjoy the liberty of representing community subgroups, I do not believe Killers should be perceived with the same leniency.


    4.) Dude... why everything gotta be sexual? C'mon man. Lets have a normal, non-sexual game about thrillers and chases.

  • The three biggest things I love about the game:


    The gritty aesthetic and amazing art direction


    The horror / thriller aspects intertwined with casual gameplay


    The focus on perks and powers that turn a very simple premise into a lattice of incredibly complex interaction.


    I do not think that there will be any game that hits all three of these boxes. I also have personal sentimentality with the game to the point I don't want to see it leave my life. However, it's something that if the developers continue to neglect and mismanage the product, I may have to find alternatives. I'm not sure what other game has such an interesting dynamic, art style, and structure to it.

  • BHVR likely signed a contract with Amazon to provide them with content for Prime Gaming.

    I don't think the developers really like this deal, but they are really hurting for player retention (as seen with the BP events, constant sales, etc.) so I can understand that they saw this as a necessary tradeoff to encourage Prime customers (Of which there are many) to return to the game, even if it's only to log in to redeem their content.

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