Yung_Slug
Yung_Slug
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Comments
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@8obot1c said:
Open exit gates instantly on secondary action. blocks both exit gates for 100/80/60 seconds. In the case that you are the last remaining survivor in the trial. The exit gates won't get blocked off
It's a Killer perk, so you can't really be the last Survivor :P
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/766052#Comment_766052
Changed a few things with that in mind.
Okay. You should remove the max of 2/3/4 tokens from the first part and replace the "gain 1 token to a max of 4" with 2/3/4, so the description makes more sense.
It's a neat perk idea, and could be used in place of we'll make it. The latter is more reliable, but this perk wastes less time at the cost of added risk.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/766106#Comment_766106
Perks shouldn't be necessary to make a killer good
They shouldn't, but we still have Ruin.
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Murder?
I tried to think of something related to crows but that's all I could think of.
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Is he the white thing in the corner? If so, I found him pretty fast. Can't really tell though because the picture is pretty blurry.
You can't hide from me, Mikey. I'm getting you Burger King whether you like it or not.
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Plague is fine. Just run Thanatophobia for slowdown and M&A to get free hits on injured survivors.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/766042#Comment_766042
See idk why ppl are defensive on that but are completly fine with a free hatch. Lol
Tbh noed isn't even a big thing when I go survivor so idk why ppl freak out about it.
So from my "get a free kill just like free escape for the survivor" you got "Let's remove all pallets and give instadown + Mori"
How ?
The difference is as survivor you have to rely on teammates and as killer you only have to rely on yourself. The hatch gives you a chance to escape if you get into a lobby full of potatoes. It's not a completely free escape, since you still have to outlive the other survivors, and the killer might just slug to prevent the hatch game entirely. While I don't think having to slug for the 4k is good design, your suggestion wouldn't fix it.
Besides, it's a lot easier for a killer to get one kill than it is for a survivor to escape. Unless you have a key, but that's a different problem entirely.
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I've seen a lot of "50% exhaustion recovery when running" perks lately.
It's overpowered, to put it simply. They removed that feature for a reason.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/96033/new-killer-perk-idea-home-sweet-home
What is with these terror radius perks? every concept nowadays is a terror radius perk.
I made 3 perk concepts recently and only one of them had something to do with the terror radius (it granted Undetectable) :P
I would like more terror radius perks personally. Most of our terror radius affecting perks are pretty bad, and I guess people want to see some better ones in the game.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/765036#Comment_765036
Also when a survivor is in a locker, they are already blinded. Heartbeat wouldnt matter really. Maybe (since you want a terror radius perk) it would apply a 32 meter terror radius to a survivor for 45 seconds after exiting a locker????
Heartbeat matters a lot, since it's pretty much the only way of knowing whether it's safe to get out of the locker. Blindness doesn't do much at all for telling where the killer is.
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Start out with no tokens and make the max vary between tiers. If you have a way to get tokens you generally don't need to start with some.
It also shouldn't heal if the survivor gets downed just to keep it consistent with the other auto-healing mechanics. It's still strong without it anyway.
Other than that, seems like a good perk idea.
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Just grant instadowns and moris from the start of the match tbh. Makes it more realistic. If a serial killer hits you, you're going down and you're not getting back up. Just remove hooks altogether. And since we're removing hooks, let's remove pallets to balance it out.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/764202#Comment_764202
I like the idea. Small changes: first aura reveal should be 4/6/8s, and gens should be blocked for 10/15/20s.
Pretty strong, but then again considering how long chases can last 20s of gens getting blocked shouldn't be too bad.
I think only one of the numbers should vary from tier to tier. The devs have been trying to make the tiers less impactful, after all. I don't think there is a perk that has multiple numbers that vary between tiers anymore.
I want this perk to be strong to make up for his other perks being a bit gimmicky.
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I would pick Spirit, but I stopped playing her because my headphones don't support directional sound :P
Plus, if I'm grinding my way from rank 20, I'll have to pick a killer I know I can consistently win with and never get tired of.
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Demogorgon is cool but I'm still biased towards my main.
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Add Splinters for all of them so you can at least try them out. But I don't think we should get the full characters for free.
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4 stacks of BBQ. I don't really care what happens after that point (though I'll still try for the 4k to get those elusive Sacrifice points).
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Imo, SWF > Killer > Solo. Though there are a lot of variables to consider, such as the sheer difference in power between killers (for instance, Nurse and Clown) and which map we should consider (Balanced Landing on Haddonfield can beat plenty of killers).
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Pop is way too good. Surge is a decent perk and pretty good with Surveillance, but it doesn't really compare to Pop or Ruin.
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Alright, here's my idea for changing it, since Cruel Confinement is so bad that pretty much any variation of this effect would either be worse or an objectively better alternative.
You love being the center of attention.
Starting a chase with a Survivor reveals your Aura to all Survivors for 4 seconds.
Any time your Aura is revealed, all Generators will be blocked for 20 seconds. Afterwards, this perk goes on cooldown for 60/50/40 seconds.
What do you guys think? It still fits the name of the perk, since they can't escape if the gens are blocked.
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He should have 3 traps base imo. He shouldn't have to bring a bag every game.
His own power shouldn't hurt him so much. Definitely shouldn't be situations where he can't go around a trap but survivors can.
Would be nice if all traps were set from the start, too.
Escaping a trap should be skill check based as well. Make it give a DS-style skill check for each attempt and succeeding 3 in a row gets you free. Failing a skill check could give you deep wounds and subsequent failures decrease the timer. Maybe extend the escape time to 2 seconds from 1.5 as well.
Also, the dye add-ons should be changed to make the traps less opaque (so they're harder to see but don't rely on dark ground since we have maps like Lery's or the Game that make these add-ons useless).
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/761759#Comment_761759
Thats why I added when you have 5 seconds of exhaustion that no longer works.
But it's like Mindbreaker where you can just recover from that 5 seconds by waiting at a pallet or safe spot.
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So you get a slightly better speed boost and if you run the killer for 70 seconds (about 59 seconds with vigil if I did my math correctly), not including the times where you are waiting at a safe spot in a loop to see which way the killer is going (in which case you'll recover even faster), then you get another buffed speed boost and the killer starts from square one.
I like the idea of certain buffs lasting longer, but exhaustion recovery while running was removed for a reason. I don't think it should come back.
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@Lucama said:
I like it. It's a really strong perk with a big downside, maybe it should be something like 8 seconds on hooking tho cause 4 seconds ain't much. The issue is, it really is just better Cruel Confinement in every aspect.
I'll think about ways to change it. I also realized that the first effect actually conflicts with another one of this killer's perks, so I'll probably need to change the aura reading condition as well.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/761360#Comment_761360
Um actually its called Cruel Limits sooooooo
I'm not calling it that and you can't make me.
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@GamerBoiHours said:
One question, why? They all have their downsides. Keys are useless unless you can find the hatch before everyone else dies, med-kits, sure are one of the best items you can use, have specific amount of times you can heal before depleting, flashlights are useless if you don't know how to use it and can't aim good enough for the blind, and toolboxes are only useful for doing gems without ruin, which is pretty rare because most killers mains have it, or if you're trying to sabotage hooks, even though there are just a bunch of hooks around the realm, see they all have downsides. So they all have downsides and have counters. Nurse's counters med-kits, hangman's trick and ruin counter toolboxes, lightborn counters flashlights, etc etc.
The problem with keys is that they are no-risk, high reward due to their add-ons that let you keep the key after dying or using it and they can completely break the game. All gens are done? All survivors can escape instantly through hatch, no need to worry about Remember Me or a trapped exit gate.
Now, that's not so bad, but how about this: 1 gen is left, and you just killed one survivor. Now the rest of the survivors can escape for free and you depip.
If you bring a key, you pretty much can't lose. If you find the hatch, you escape for free and get to bring your buddies with you. If your team dies, you pretty much escape no matter what because even if the killer closes the hatch you can just open it again. If you die before either of those things happen, don't worry, because you get to keep your key.
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@yobuddd said:
To be clear, does it block windows ANY time your aura is revealed (minus the cooldown)?
As in, if any one survivor uses Alert, OoO, etc.? Or if you use Rancor?
Yes. I added the first effect just so it can activate more reliably, as Rancor is the only other perk that reveals your own aura right now.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/760451#Comment_760451
Well the first set of Numbers are for the Tokens, Which is Default 8, then 7, then 6.
The tokens when hit the Default max [8/7/6 Tokens] (At the different tiers) Tokens will allow the killer to Kill the Obsession, so Tier-ing up the Tokens is actually a benefit to the Killer.
(Cause you get to kill the Obsession Sooner than Later. Since 8 Hooks = 2 Survivors dead and 1 Survivor got hooked Twice. 7 Hooks = 2 Survivors dead and 1 Survivor got hooked once. 6 Hooks just mean 2 Survivors are dead and the obsession is now able to get mori-ed).
So the tokens make sense to go down as you tier up the Perk.
Also the last 2 sets of numbers in my mind would be, since all survivors get a 2% penalty the Obsession would open the gates 1% faster, 3% penalty = 1% Faster than the penalty and at 4% penalty the obsession would still get a constant of 1% faster Gate opening.
(But then that would probably make the perk overpowered... But who knows lol)
Thanks for expressing your thoughts.
Oh okay, I thought the first set of numbers was token-based at first. I read your comment saying that it wasn't but I guess I didn't actually take in that information :P
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Woo, nature!
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Might be too similar to Remember me, considering that it's a obsession perk that slows down exit gates for everyone except the obsession. Also, it's best to only make one number vary per tier (should be the second one imo, the first and last ones would arguably be worse at Tier 3 than at Tier 1).
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Kindred and We'll Make It are also good. Resilience is especially good with Spine Chill for super fast vaults.
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Only if I main the character and better cosmetics aren't available. Also Claudette.
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@[Deleted User] said:
The nurse probably, and you forgot to put The Plague and Clown up on the poll
Clown isn't the strongest killer because he is beyond strength.
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This would be an add-on rework, not a nerf. Though I do believe his add-ons are the least in need of a rework, I included him because he does not have the standard distribution of add-on rarities.
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They're really only op if you combine them with infantry belt. Otherwise they're not that bad.
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Only if they rework keys. Both let you win after only doing part of your objective.
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The Killer shouldn't be able to see Broken in any situation imo.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/755038#Comment_755038
I only know that last line from SirRidon's everyone needs a hero
Where have all the good men gone?
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If it's 0 degrees today and it'll be twice as cold tomorrow, how cold will it be?
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/754748#Comment_754748
it doesnt take a ton of skill. You blink twice and you are now on their butt and you hit them. Being slow does almost nothing when you can close the gap by so much especially with addons. She easily 4ks with typically used perks. Now she'll take a bit more thinking and knowledge and skill since you cant just spam blinks till you get an easy hit
Have you actually tried playing nurse? That's like saying "Bubba doesn't take skill, just chainsaw them and they go down."
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@harry14141414 said:
https://forum.deadbydaylight.com/en/discussion/comment/752155#Comment_752155
most games in this world have pings like 30 - 50 ms on average only this game has bs hits
also maybe youre new.. the bs hits only occured after the constant nerfs to vaulting speed and pallet vaccum nerfs.
I dont even wanna bother you reminding you about huntress BULL SHI t hitbox detection. you can go and belive that this game is fine the way it is.
me myself I am like thousands of others who think they gotta fix the bs hits through pallets and windows.
I agree with the huntress hitboxes. I hate huntress with a passion.
Also, the only multiplayer game I really played before this was the dark souls series, which had plenty of bs hits. This game is much better by comparison.
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Myers because he is imo the best when it comes to jumpscares and he's fun to play overall.
Ace because... I couldn't resist that smile.
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How come you can drink a drink but you can't food a food?
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/754935#Comment_754935
New cosmetic? Nah this is the new Mori animation!
Ah. Looks like I'm running tombstone piece every game from now on.
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Had a game where 3 survivors DC'd, I escaped and me and the killer both depipped.
Get camped/tunneled? Pretty much guaranteed depip.
Keys and moris are pretty much designed to make the other side depip.
The devs want an average of 2 escapes per match. Doesn't make much sense that a 2k pretty much guarantees a depip for the killer, then, but you can still safety pip or even pip up if you die as survivor.
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More information is always better. I just wish they had more specific data (for instance, some of the same information but divided by ranks).
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I was fine with Nurse being the undeniable best killer in the game, mainly due to the amount of skill it takes to play her and the fact that she comes free with the game.
She was one of my favorite killers to go against (idk how it is now, since I have yet to get a nurse game as survivor in the PTB). Even against a 5-blink nurse or a slugging omegablink nurse I managed to have some fun.
Obviously, her add-ons were a bit much. Strong killers don't need strong add-ons. I personally like the new add-ons. They are interesting and can be used for unique builds. Her base power, however, was perfectly fine imo.
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So instant Bamboozle with no cooldown while also messing with survivor vault speeds? That would make window loops impossible and survivors will constantly get hit when they think they're doing a safe vault. A bit too strong and annoying for survivors, I think.