Zeidoktor
Zeidoktor
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2887478#Comment_2887478
I couldn't write just F. Try writing F and send the message.
So... this was an F as in RIP kind of thing?
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2887357#Comment_2887357
F
Body is 1 character to short.
? "Jeff" is 4 letters long ago its just the right size of there were any J perks.
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I was going to do a survivor build with my main, Jeff, only to discover there's no Survivor perks that start with J.
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Ideally, you'd be able to get healed by the person you were just healing so I don't imagine Solidarity being affected unless the killer prevents the second heal. Resurgence is more of an issue unless your get healed under the hook.
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@Barbarossa2020 said:
It just needs a life span, i don't care if they can self heal in 2 seconds or 15 seconds, it's the fact that it is endless.
The boon needs to to fizzle after 3,4,5 uses. Then they have to use a different totem. Easy and balanced.
The problem there is no other Boon is used that way except Exponential. The other two are passive "stand in boon area, get no scratch marks/ extra speed".
You can't change CoH in a way that causes it to work completely differently from other Boons.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2880166#Comment_2880166
I don’t think either works in any regular gameplay. You can’t even unhook survivors most of the time if you’re not healthy yourself.
You can, it's just risky, which is the entire point of the perk. I'm just trying to address the issue of a reward that's worth the risk and keeping the Killer from knowing which Survivor(s) has the perk from moment one of the match.
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I'm inclined to agree with extra BP, but rather than an after-game thing like WGLF offers, make it an increased rate at gaingv them in the trial, like Prove Thyself, No Man Left Behind, Distressing, or Thrill of the Hunt.
It offers a solid reward to the risk.
On the Broken side, what if rather then permanently Broken you are permanently Exposed?
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My normal objection would be that it makes Circle of Healing work differently from other boons, but in this case I could see the logic. This just involves CoH's actual effect without affecting the Boon directly.
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@TheMidnightRidr said:
What is BL?
Felix/Trickster fanfiction.
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Another way to gain tokens could be the Stake-Out/ Diversion method: Build them up while near the killer and not in chase
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@jeanperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2877487#Comment_2877487
well actually you made me realize that this hex is so weak it could rather be turned into a scourge hook and would be quite more better...
couldn't be removed since not an hex but would require to hook on proper hook... to build stacs, and the effect isn't that powerfull to deserve a Hex.
didn't I mentionned that the effect isn't that powerful?
In my version of a Scourge Hook lullaby there wouldn't be stacks. You get the full power affect for a set time after putting them on a Scourge.
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@jeanperson said:
I don't like changing something completly from what it is to another ... make another perk if you want another one...
but to fix Hex Huntress lullaby,
I would rather make the 5 stacks effect the default one, no reason to stack anything, it's not that OP anyway...
if you wanna buff it I would simply suggest to make it reduce the skill check zone for each stack it has,
gaining stack the same way it is right now.
Another idea could be start with the equivalent of X stacks (let's say 3 for middle ground purposes) and for every hook you get he 5-stack effect for Y seconds (not sure what could be good here. Call it 45 to match it to Dead Man's Switch)
Offers a consistent effect, a reward for hooking in line with the current mechanic, and incentive to find the totem (not great for killer but part of the idea for totems is making survivors stop what they're doing to find them).
Alternatively: Make it a Scourge Hook, for every survivor hooked on it skill checks give no audible warning for XY seconds.
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I wonder if that last point might mean a potential buff to Self-Care?
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Interrupting a heal doesn't necessarily mean your find and chase who was being healed. They may stop to move away when they notice your approach, someone may screw up a skill check causing a similar bolt. If you do find and chase, both survivors may be injured and you might, knowingly or unknowingly go after the healer rather than the heal-ee, or you do chase the heal-ee and they give you the slip.
In any of those scenarios the partial healing is still lost, giving the stratus effect more value vs the current version.
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Given her teleporting, how is Hex: Retribution on her?
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@N8dog said:
how about this? When you bless the totem you get x tokens, for every heal completed in range you lose 1 token. If all tokens are consumed the boon fizzles, if the killer snuffs it you lose all tokens. If you begin blessing a new totem while you have one active, you lose all tokens. I think that's fair.
@Marcavecunc said:
Worst idea ever. No point setting up a boon for a quick heal if the time to set up the boon + time to heal = self care, and you have to set it up again each time.
N8dog's idea is better.
But the problem with those ideas is, boons aren't JUST circle of healing. And unless they change the way boons work to make a totem lose one effect but not every effect, then it won't work.
Again, though, this makes Circle of Healing behave differently from the other Boons for no real reason other than the perk being an annoyance.
I think any change to Circle of Healing would have to keep it within the standard of "Bless totem, get Boon effect until toten is snuffed or blesser dies" to have a realistic chance of actually happening.
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My problem with this idea is one I've had for others: It makes Circle of Healing act differently from other Boons for no real reason other then the perk being an annoyance.
My own idea was make it buff skill checks by something like a single Autodidact stack (15%)
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It is possible to max out Survivor points, even if you die. Though you have to go out of your way to aim for it specifically. I usually make a point of making myself Obsession if I want survival points, as I get at least 1k even if I die.
https://youtu.be/aw1JJyXtFkw -
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2868393#Comment_2868393
I personally think Monstrous shrine should become a scourge hook perk and make all 4 basement hooks become scourge hooks
That's the idea, yeah. Thinking about the possibility of that being too strong, a couple ideas I had to mitigate:
Each basement hook can act as a Scourge Hook once, so instead of four more Scourge hooks you get four one-shot Scourge Hooks.
Every time a basement hook is in use a Scourge Hook on the field deactivates until the survivor is saved or sacrificed, at which point it reactivates. So you still have four Scourge Hooks, but using one in the basement may stop you being able to use one in the field.
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@Chilli_man2400 said:
I might sound like a survivor main but that’s a terrible idea. This would promote an unhealthy amount of camping. Let’s say you run Pain resonance(be honest it’s the best one). You can camp the one hook and always get value out of it that’s not fun to deal with. Also does Basement become scourge hooks
That's the idea, yeah. Along with the four in the trial the basement hooks also act as Scourge Hooks.
I've personally wondered if this might be too powerful, yet it seems a fairly buff to Monstrous Shrine.
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Another thread has discussed the possibility of buffing Monstrous Shrine so that the basement hooks can also act as Scourge Hooks.
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I think there's also a brief window after you leave the injured Survivor for it to still count
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@scenicpickle said:
https://forum.deadbydaylight.com/en/discussion/comment/2866780#Comment_2866780
This might work on brand new players but trust me when I say the chances of random open traps being useful against competent survivors is incredibly low. trapper doesn't need more RNG he need convenience and consistency
It stands a chance at getting them before they realize they're up against a Trapper in the first place. Very least having the traps active from the get go, wherever they spawn, has more potential to trap a Survivor vs a trap that isn't set at all.
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I don't have much to say on the addons. I've never considered myself a good judge of what is and isn't good there.
For trap spawns, an idea I've had is that all of the traps spawn already set. The RNG nature of their spawns becomes a double edged sword. You may yet need to go to since random corner if the map but one of those traps might also snag an unwary survivor early on and otherwise add some oomph to Trapper's early game pressure.
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Now a Killer perk that obsession swaps to anyone who makes a Boon could be worth considering, though I don't like the idea of it being used to facilitate tunneling
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@AetherBytes said:
A Boon that offers comfort amidst the terror.
Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem.
Soft chimes ring out within a radius of 24 metres.
Injured survivors inside the Boon Totem's range slowly recover at 0.5 charges per second.
Circle of healing has a max of 16/24/32 charges. Once used up the boon will extinguish. (Note: Shown on the perk hud as it loses charges)
You can only bless one Totem at a time.
All equipped Boon Perks are active on the same Boon Totem.
"Try this, it is better than anything you'll find in a pharmacy." — Mikaela Reid
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I think this is good because it encourages placing the boon totem in places where the killer may actually be, meaning instead of it being in a random corner which means the killer either loses down or loses gens with no recourse the killer has the opportunity to actually snuff it. It also makes it possible to work on a gen while healing via this perk giving more reason to place it near one.
The issue I have with this idea is the issue I've had with similar ideas: it requires making Circle of Healing work differently from the rules that apply to other Boons for no real reason.
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Shouldn't Spirit's Rancor actually count as an Obsession perk rather than a general?
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2865580#Comment_2865580
THAT i understand. If they're going rogue and letting everyone else do the heavy lifting, yeah thats justified. However, in one match in paricular, i had been hooked, gotten three gens done myself, and managed to unhook a dweet. He proceeded to follow me around the rest of the match and start locker harassing's me when i heard the killer getting near. Dweet goes down, i burst out of the locker, barely make it by and circle back around to give dweet another unhook, just for him to do it again.
If that's the case you'd be good in my book. I have no issue with stealth players one way or the other, long as everyone's doing what needs doing.
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@HexDaddyissues said:
I got in an accident on Tuesday (3/22) and spent the whole next day (3/23) on the couch playing dbd (everyones fine, car needs a new fender and bumper though.) in that time, i played maybe 11 soloq's and in 9 of them, anytime id hide in a locker, another player would come and open the locker, incessantly, until the killer showed up and downed us both. granted, i spent the entire match doing only gens and being one of the only survivors to actually do so, i was being trolled by fellow survivors who didn't do a damn thing to help the rest of us out.
4 of those 9, i actually made it out alive. the other matches were spent trying to distance myself from said survivor as well as killer.
I don't know what to do in those situations, wondered if anyone else noticed the same thing.
Speaking for myself, I've done the incessant opening of the locker, but only when I can see someone has been there long enough to attract crows. At the point that's not hiding or being stealthy, that's actively not participating in the game.
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@VirtuaTyKing said:
Not when the can be put straight back up in no time. Give the whole team another free perk slot? This a Joke?
The idea isn't "set up a Boon, everyone gets Dead Hard", it's "you have to set up a Boon before your can use your own Dead Hard"
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Maybe have it work only ever other time?
Like at the start of the match it blocks Lethal Pursuer, doesn't block Barbecue and Chili, but then blocks Bitter Murmur.
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Linking Dead Hard to a Boon without it actually being a Boon seems more complicated than it needs to be, in my opinion.
The simplest way to nerf/change Dead Hard would be remove the "Dead Hard for Distance" element. A prior also suggested hand it give you Endurance for a brief window instead of I-Frames and give Deep Wounds when hit. Personally I favor Broken to make it thematic with fellow David teachable No Mither.
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Question: If Survivor leaves the Boon area and re-enters, does the time stop and resume or reset?
Ex: I'm in the Boon for 20 seconds but leave it for whatever reason. Does the timer reset so I need to wait another 45 seconds, or resume from 20 so I need only wait for 25 more.
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@Chocolate_Cosmos said:
Having a game where no Survivor have DH.
Playing Twins against a Survivor who also plays the Twins.
Actually had that happen yesterday. When i mentioned it to the Killer their reaction was "ohhhh" because I knew how to counter Victor.
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@ObservantOfTime said:
https://forum.deadbydaylight.com/en/discussion/comment/2864325#Comment_2864325
Yeah alright, that's cool. There's too many status effects that are bloody pointless as they are right now. Stuff like blindness, Haemorrhage, etc. don't really do much or impact the game in a meaningful way.
That being said, try running third seal and plaything on RPD, if applied properly can make for a nasty combo. Outside of that, I don't really see a case where blindness is meaningful.
That's where I think making it closer to Knock Out's effect would work. Or would legit restrict your visibility and could be an issue on anything but maybe the most open maps.
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The difference is whether it affects the Killer (Undetectable) or the Survivor (Oblivious)
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@ObservantOfTime said:
The effect that makes the killers stain invisible is the oblivious effect, you'd have two status effects that pretty much do the same thing then.
Oblivious only hides the Terror Radius, not the red stain. This idea for Blindness would do the reverse. You'd hear the Terror Radius, but not see the stain.
My own thought/addition would be to make it similar to what happens when you're downed by Knock Out. You get a black border around your screen limiting your sight.
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@Leachy_Jr said:
I know exactly how you feel. Maining killers for a long period - especially difficult ones have weird "phases" I like to call them.
Start a killer, learn them, become good at them, start to do bad because you expect to play well and start losing focus on the difficult parts of the killer, then after a long time you become so good with the killer you can pull off difficult plays without effort (but as a downside nothing feels rewarding anymore).
Idk if it's the same with other people but that's exactly how it went for me when I mained old slinger for 1.5 years. Even after 6+ months of playing him I felt like I was doing so awful and worse than what I used to be. Then around the 1 year of maining mark I felt as though I mastered him and I would never get rusty - that came with the downside that even fancy shots like shack shots, 18m etc just didn't feel rewarding or fun to do. I was just kinda playing him to play him.
Anyway I went off on a tangent there. Have you tried double charge time addons on her? That's the only thing that keeps me playing spirit tbh.
Oddly enough this puts me in mind of a famous quote from a real life serial killer, Ted Bundy
“You learn what you need to kill and take care of the details. It's like changing a tire. The first time you're careful. By the thirtieth time, you can't remember where you left the lug wrench.”
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I agree. I tried using Gearhead with Call of Brine recently thinking I could get an alert regardless of Skillcheck but almost always missed Gearhead's triggering.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2864120#Comment_2864120
No, that's too RNG dependent (on top of skill, though that's a lesser issue here) - which is why you never see Autodidact. 14 seconds to setup a boon, that can be snuffed, to possibly get skill checks... that if I hit greats then give the effect? No.
And how many times are you just getting a skill check as an action is about to be completed, or does complete as the skill check would be available? I don't want to imagine that frustration with Circle of Healing.
I disagree. While there is some RNG involved, you almost never go through a full, normal speed heal without 1 or 2 skill checks. That said, to acknowledge the point, you can add an "increased odds of triggering a Skill Check" effect to compensate.
By my understanding, the power of the straight boost to healing speed is the big issue. So the idea is change the effect to a less direct boost to healing, but one potentially powerful enough to keep the perk viable. Or at least desirable.
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2864120#Comment_2864120
Ok, sounds somehow cool. Do skillchecks affect self-heal only? I might've misunderstood.
Skill checks in general was my intent, so both healing yourself and others.
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My own idea was, rather than buff healing speed directly, Circle of Healing buffs skill checks.
As a rough example, healing others is normal speed and healing yourself remains 50%, but every successful good skill check offers a bonus 15% (or one Autodidact stack), 20% for a great skill check (as Greats are with +5% already).
Still boosts healing, seems less oppressive on paper, and offers a legit trade-off with Self-Care (stronger skill checks vs not having to have/ be in range of the Boon)
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Wasn't BHVR's statement last time they changed CoH the they'd nerf it some and see how it went before nerfing further?
In any case my general impression has been the issues were with CoH in particular rather than Boons in general. So much so I think the whole Boon situation was tainted by Circle of Healing beyond one of the first ones introduced.
To that end, one idea I had for CoH was rather than buff Healing speed directly maybe increase the power of skill checks, maybe lot a single Autodidact stack (15%) at tier .
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/2861232#Comment_2861232
I agree with this. It should act like old Hex:Ruin or missed skill check. For a few seconds, progress pauses while you "fix" the gen being kicked. If you let go, you must do this again, but you won't make the gen blow up.
I was thinking something in this vein. Your must work on a regressing generator for X seconds before it stops regressing and progress resumes. Generators affected by a perk affecting regression (Ruin/ Brine) increase this time accordingly.
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@GannTM said:
Wait people actually say it should be bannable?
I think the issue is Sky Billy, assuming it's the same as Space Billy, can potentially leave the boundaries of the game.
Unrelated: Ever since I saw Puppers Space Billy video I imagine the Hillbilly talking like the Space Sphere from Portal. His yell during Chainsaw Sprints is him screaming "SPAAAAAAAAACE!"
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I don't keep close track of how often I see who, but I haven't seen any Shapes for a while now I think of it.
Killer side I also occasionally play Twins precisely because they're picked infrequently. Add some spice if variety in there.
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At the same time most killer powers that otherwise prevent actions still allow for saves if nothing else. For example I believe you can save while Victor is on you. You might be able to in madness tier 3 but don't hold me to that.
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It varies. I tend to follow a general rule of "expect to sweat, hope to goof around". I'll be more try hard if I'm using a killer I don't play often, goof around/ let people go if I could otherwise get a win.
If someone proves a one down wuss or otherwise DCs out the gate, I'll go easy if not outright farm.
On the flip side, if the team leaves someone to die on hook when I've done nothing to stop them saving, i go for the kill.
Or if I kill someone I'd meant to let live (miscounting hook states or, in one instance, mistaking a Meg for my last BBQ stack) I'll go for the kill on the rest to be fair to the one I killed.
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/2861317#Comment_2861317
Isn't that a problem with the map?
Not the video's case. First game was Dead Dawg Saloon.
@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2861311#Comment_2861311
A lot of people agree with you and don´t like RPD. Just not "everyone". Everybody has an opinion but sometimes try to see the other arguments as well.
Most complaints are about it being too complicated which i can´t understand completely but that is on me.
Holding W is not a problem on RPD or Midwich as this works everywhere to a certain degree. On open maps Trickster can be quite strong in a chase when you can´t hide.
And also as surv you can do this on more maps.
But i am not sure if you ever played against a very good Trickster on RPD then as we got sometimes completely destroyed there. With other killers as well.
You mentioned you play SWF - that of course can change everything.
I play mostly solo and so my experience is probably vastly different.
For me it is what teammates do i get and how good is the killer.
Sometimes we escape easy and sometimes we lose easy. The map doesn´t make a huge difference.
It doesn't even necessarily have to be a good Trickster. I've only played him a handful of times (so, full disclosure my mmr for him won't be high) but I managed my Adept on an RPD game.
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Demi did a whole video on the power of W