anarchy753
anarchy753
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- anarchy753
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Cool, can I play against you instead?
I've been trying to play a killer I've basically never touched since getting their achievements day 1. I got 1 4k and the rest of the night has been absolute sweat squads bodyblocking every injured survivor and getting frame perfect stuns against shred.
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Nope, but they didn't turn it into a second chance perk so I wasn't expecting to see survivors use it.
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Personally I think either of Detective's Hunch or Small Game. I don't like relying on others to find hexes or remove noed, and I can't stand the people who call noed OP because they just can't be bothered dealing with it.
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@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2804892#Comment_2804892
Part of the reason why I stopped playing Doc.
That and the migraine-inducing chase music are the two reasons I don't play Doctor outside of dailies.
I can't stand watching survivors get zapped, scream and do the animation, then vault or drop pallets regardless.
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I like the concept of a perk that gives you buffs while the survivors have boons up.
However they'd probably make it absolutely worthless by making it a hex as well.
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It's that it's never not efficient to use in basically any circumstance.
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@ThatOneDemoPlayer said:
No, please no. You don't know how often you get a situation where going for a Shred is way too risky, but you already started the Shred. Being able to immediately M1 out of an uncharged Shred is really useful. Only thing this would do is making short-Shred easier to use while making the rest feel clunky
There's no reason that this would make it take longer to M1 out of his charge, you'd just have to let go of the power button.
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It's an alright perk, but it triggers once in a match, and it's difficult to decide when you trigger it as killer.
A one-off block at a random point in the match isn't consistent enough to consider bringing.
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I feel like if nobody is downed or hooked, all survivors should receive AFK crows after a time if nobody touches a generator.
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I really wish the 1 map each person in the lobby just played on last match would be banned, unless an offering is brought for that single map specifically.
Nothing worse than having an awful match, then loading into the exact same map with the exact same stuff.
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Well you see, BHVR discovered that they can tack on unused voice lines from recording sessions, or create an "idle animation" (that you'll literally never experience in game as killer) in 15 minutes, and suddenly, bingo bango, a mediocre $10 outfit is a mediocre $15 outfit that you have to buy in its entirety, not just the parts you like.
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Corrupt doesn't affect any gens they work on. Ruin doesn't do anything to gens you aren't actively running at.
1 gen in 50 seconds just means there were two people on one of those gens. Congrats.
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The pride charm is the flag that is literally made to be inclusive of everyone. With the multitude of different flags for every different identity with new ones coming out every day, I don't see any way they can add more without being barraged with "add more," "why didn't you add mine?" and "why is x in but y isnt!"
I think it's better to just leave it at one thing which covers everyone rather than try to cover all the bases of an ever-growing field.
Not to mention we just lost cosmetics for their ability to play into discrimination, is it really the best move to then add something that lets people paint a target on their own back?
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Not gonna agree on that Trickster set. The whole thing is just awful. Those sleeves are just atrocious.
Also can we not overlook the fact that "custom sounds/idle animation" is their new way of selling basic sets as linked and costing 1.5x the price?
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In the years I've been playing, I think I can count the amount of times I've seen a Leatherface down multiple survivors that WASN'T just due to camping or coming back down the basement stairs on one hand.
I don't think this as a nerf would legitimately hurt any decent player, if anythig they could move multiple downs onto the iridescent that restores charges on hit.
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People have realised that his power is really damn easy to get a down with, and if they want from there, you literally cannot unhook against him.
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I really don't like using corrupt, hope it never happens.
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I don't care if it's OP or not. I don't think anything justifies add ons like this that are basically "improves everything in lots of different ways." It's like when we had Yakuyoke Amulet for Spirit that was just better than everything because it improved everything.
Blight is an obscenely strong killer, and doesn't need a "do everything" add on on top of that.
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Meanwhile I still just want David's abs that I paid for back.
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Pig's ambush has been screwed by Dead Hard since dedicated servers, it isn't just validation.
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@JonahsTablet said:
I wish Demogorgon had lopro chains for his M2 (for those who don't know, lopro chains are a Billy add-on that allows you to continue sprinting after destroying a pallet with your M2,) this would activate if you held down M1 while shredding.
I like it, but feel like it would leave very little counterplay to his power. Most of the pallet shreds happen because you either drop the pallet or take the hit, this would make it lose-lose. In Billy's case you lose 1 health state instead of 2 so it's beneficial to Billy but not as much as the pallet not being dropped in the first place.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2794802#Comment_2794802
How is what you described “objectively wrong”? If a bloodpoint tournament existed then all players would know those sorts of things going into it so would presumably play in certain ways and pick certain killers and loadouts to maximize score. Why would you go for a slug heavy strategy in that type of tournament when the object of the tournament is points?
P.S. And keep in mind his whole discussion came up because you were saying DbD had no scoring system for a Smash Bros type tournament. Clearly Smash Bros has characters are are better at scoring points than each other, that doesn’t prevent them from having tournaments though.
I didn't say it has not scoring system, I said it has no clear scoring system. It has many scores, none of which decisively show who performed best which is why tournaments need their own score systems. At the end of a Smash game, there is a winner and a loser, and one can progress in the tournament the other does not. In DBD there are many metrics by which that can be judged.
A tournament and professional scene in a game is about finding who the best player/team is and having them move forward. Expecting teams to not play well, but instead play for capping bloodpoints doesn't show the better team. Especially since points are dependant on the other team. Did you stomp a killer and they got 1 hook? Your team has 0 altruism points and is going to lose to another team that got hooked a lot and got more points. That's an acceptable fact of pub matches, but trying to say that's a good way to score a professional tournament is downright ignoring issues out of stubbornness.
Are you really saying the teams who should win a tournament are those who play a farming match?
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I mean they tend to go for licenses of things which are widely known and iconic, moreso than flavour of the week.
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At this point I almost want a fnaf chapter just so I can stop goddamn hearing about it.
ALMOST.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2796047#Comment_2796047
Why you thought opening the gate is a surrender button, though?
It doesn't immediately end the game.
That's why they added the endgame collapse, so survivors couldn't just remain in the game endlessly when they felt like either hiding from or bullying the killer. The killer opening the gate is only an option so that they have some way of starting it themselves if the survivors are choosing not to.
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I disagree with how it was handled as well. But hey, 6000 shards go towards a future chapter so I can avoid giving them money after they keep making terrible decisions, so that's a win.
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It definitely feels more like an exploit to me.
Opening the gates yourself as killer is a surrender button. It's saying "I'm done with this game, I'm starting the timer so you have to leave." It seems very unintended that a perk to block either of the exit gates from being worked on activates after one of the gates is already open. The only comparable situation is Blood Warden which the killer can use after opening the gates themselves, and in that case survivors have to choose not to leave for a minute so it isn't anywhere near as abusable like this situation of using both.
I wouldn't be surprised in the least if this was changed in the next patch to prevent No Way Out from triggering after the gates are open, but that being said, you can simply remove noed (as well as have the obsession open the other gate) and make this whole build worthless.
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Disconnects should 100% be changed, either to bonus bloodpoints like events, or the sacrifice category for killer.
I never understood why they put it in brutality which is still possible to cap with a DC, instead of something like sacrifice which can't be capped if someone quits.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2794781#Comment_2794781
I never said bloodpoints are good from a matchmaking perspective, I said in reply to your above comment that “Smash Brothers has a scoring system and a clear win condition” that DbD has a scoring system too and in principle that could be the objective win condition for a tournament. Whether or not you think a tournament that is based on the endgame score screen would be fun to watch is subjective, in principle though it would be totally fair for all parties.
Yes, but I just gave you pretty clear cut examples where using bloodpoints as a score are objectively wrong when assessing who performed better across multiple matches. You're missing the point that a scoring system used in competitive has to be both clearly defined, and accurately compare how much better one team did than the other, and a system that completely rules out killers just because their BP scoring on their powers is awful doesn't do that.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2794763#Comment_2794763
This is a tangent, but that’s something you say is true about MMR and there’s definitely not a consensus about it. I happen to think the MMR ratings are pretty accurate personally, most of the mismatches are due to other factors like the system trying to balance making people with outlying ratings wait a long time for a match versus putting them in an already available game, filling gaps in lobbies left by dodgers quickly, and how to calculate what MMR a killer should be when the survivors are in a swf with widely different ratings, for example.
Also you apparently misread my post about a tournament using the endgame score screen. To clarify, I said every player plays killer once and survivors four times. You add up your total endgame bloodpoint scores at the end and the person with the highest total points wins. It’s extremely unlikely that system would have any ties.
Bloodpoints would be even further in the direction of bad scoring.
A Nurse can down all four survivors in under a minute and one hook all of them. They crushed the enemy team but come out with sub 10k points. A Plague plays a 12 hook match and ends with next to nothing in the deviousness category because her scoring is terrible. Do either of those deserve to lose to a killer who also got 12 hooks, but got more points because their power scores better and it took them longer to do it, resulting in more points?
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"Noed is so unfair because solo players might not know whether totems are done." - Person who only plays 4 man SWF but doesn't want to get off a gen to touch a totem 1.25 times a match.
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2794591#Comment_2794591
The problem is people look at it as competitive. I agree.
It's 2 different questions.
Is DBD a competitive game? Yes. You compete against another team and a vast majority of players want to win, not just mess around having fun.
Is DBD a game which can sustain a fair and entertaining "competitive" (ie, esports) scene? No.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2794342#Comment_2794342
To be fair DbD has a scoring system too, the endgame score screen. Hypothetically you could have a tournament where the goal is to have the most total points at the end of a set of five round robin matches where everybody gets one chance to play killer for instance. There would still be luck involved in what map comes up and such but in principle there wouldn’t be anything fundamentally wrong with it.
Something that we've learnt from MMR is that kills don't necessarily reflect how well a game went. And with only 5 possible kill number outcomes, nearly every round robin of your suggestion would have to have tiebreakers.
Scoring exists in tournaments for DBD because there's a huge difference between a 4k with 5 gens remaining, and a 4k with the gates powered. Even 1 escape can be someone leaving out the gate while the other person is hooked vs getting hatch when the other 3 died before one gen went off. Those two cases in a Bo2 shouldn't be considered a tied match. DBD does not have a clear cut score that can be used to progress teams in a tournament reliably, and a tiebreaker always has to be another 2 matches to be even which can again tie. A more variable score is needed to assess matches and not force endless tiebreakers.
A game like Smash Bros is generally played 1v1 or in teams, and there will always be a winner and loser decisively based on the last one standing.
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@espooked said:
I've watched that and the survivors are bad or is it just me? like 5 games in a row these said "comp players" gave Oni his power 10 secs in the match??? And twins S tier possibly??? they do well in the comp scene.
The Oni matches are weird, they give him an early hit every time.
Twins has always been a good killer, the biggest issues they face are perks, many of which are banned in the tournament, and the fact that they're frustrating to play with transition times etc. They take a lot of practice but with the ruleset favouring camping, they do that better than anyone besides Bubba.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2792954#Comment_2792954
That was back when there was like 3 regression options. Pop was decent but an active perk you had to think about, and corrupt which was new so many didn’t want to use it.
New ruin has a stronger effect but is harder to keep active for long periods of time
and corrupt, which people didn't use because a streamer wasn't telling them it was the best perk ever yet.*
I still hate corrupt, I'd hate if it were base kit.
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@SunsetSherbet said:
I mean it worked for smash bros.
Smash Bros has clear win conditions and scoring that are inherent to the game. The only parallel to DBD is that they need to turn anything resembling fun or interesting off, but even that has been baked into the game's settings since incredibly early days, if not the start. Even if DBD ever had some form of settings like "no good add ons" or "no duplicate perks" they'd never be applied to public matches and would only serve a purpose in competitive.
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Yes. It's a pallet stun.
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Spoilers for Soma if you haven't played it.
*******
The best part would be having a survivor that's a skeleton in a dive suit.
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Nah. Saboutage is terrible, and Scourge Hooks are in a very strong place right now. If survivors are good enough to work out which ones are Scourge Hooks then they deserve that as it's the only realistic counterplay to those perks.
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Hits are largely validated on the killer side because otherwise every single hit would be removed by validation as the survivor will always appear further away from the killer on their own screen.
Huntresses hatchets have a decent size hitbox so you don't have to be pinpoint accurate, and they are a very fast projectile, so even a tiny amount of latency on either side means that the hits can look worse than they were.
They cannot change this for Huntress, as it would mean every hatchet would have to be thrown not at the survivor, but at a point that would be ahead of them and look like a whiff on the killer side in order to land a hit.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2788655#Comment_2788655
By making a downgraded Chapter? I don't see a reason to.
At the time they were still showing yearly plans with chapters and midchapters listed at specific times. By redefining what "chapter" meant, all of a sudden their schedule had a lot less on it. Like not necessarily including characters for both sides or a map.
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Because they wanted to retract the precident they set that a chapter has a certain amount of content with it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2786568#Comment_2786568
I feel like you quoted the wrong person ngl
I did, and I don't know how.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2786695#Comment_2786695
Yes I can understand that changing add-ons with those restrictions was difficult but I didn't want people making them too different. Was afraid people would nearly create a new power within an add-on lol
I was surprised to see it the most. I was expecting to see Noed or Dead Mans Switch instead lol
That's the point of the exercise. It's meant to be difficult to get a lot done in one patch. I'm hoping people who gives the devs trouble will try this for themselves and see how tough it is. It was difficult for me to even post this due to the fact I was afraid people would ######### all over the rules. Thankfully everyone that tried it so far has done a great job 👍
https://forum.deadbydaylight.com/en/discussion/comment/2786754#Comment_2786754
I think your change to Boil Over was a fair one. Either way I didn't mind anyone bending the rules slightly on that one, just as long as they didn't go over board (like what I said when I tagged everyone).
Dead hard will take too much time to rework that I actually added the "rework perk" condition to the top paragraph purely for it. If someone made a slight change to it then I was happy putting it in the perk changes part but a massive rework (like some want for Dead Hard) I think would've taken too much time.
https://forum.deadbydaylight.com/en/discussion/comment/2786764#Comment_2786764
Yes we got Boil Over, which was a terrible change, but it succeeded in the meta being used less. If they buff more perks to be not broken, but a lot better to use I think the game will be better for it.
https://forum.deadbydaylight.com/en/discussion/comment/2786793#Comment_2786793
Honestly I was surprised no one mentioned Twins for the rework. I was really expecting someone to come in and say "Twins feel like #########, let's fix her". I'm happy though someone gave Legion some love. Maybe I was too tight on perk restrictions but I was afraid of people going to far one way and redesigning 10 perks lol
You did 👍 honestly was going to add in a "new mechanic" part by itself but I thought that would've been too much for one patch.
The only perks which change the survivor meta are ones which are equivalent to extra health states in the match, the general meta is always DS, DH, UB, BT because they translate directly into an extra health state. CoH is super efficient healing for a fraction of the perk slots for the team, and BO is so broken that it translates to an extra state or two just by running to the right place.
Buffing perks or making them new in a state that is broken enough for survivors to consider them over normal meta perks just makes killer feel more miserable to play and cements that killers have to bring slowdown and stalling to compensate for the time those perks buy.
Nerfing what's broken on both sides would be a better path to balance than just powercreeping the ######### out of the game.
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@CashelP14 said:
@Tr1nity @GoodBoyKaru @sizzlingmario4 @anarchy753 @jesterkind
Thanks to all you for participating. I want to know did you find it difficult trying to squeeze everything you wanted to change into such a small area? Do you realise how many things you wanted to change, but didn't have the "time" to do it?
Funny how most of you wanted to give a nerf to Tinkerer. Also don't think I didn't noticed some of you bending the rules slightly to nerf 2 perks on 1 role 😉 it's ok 👍 I only added that rule because I didn't want someone doing 3/4/5 nerfs to perks on one role (I.e Nerf Ds, Bt, Boil Over, Dead Hard and CoH).
Once again thanks for participating 👍 hope you had fun
It wasn't 'time constraints' that got me so much as strange rules on how we were allowed to change things. I think a lot more of the balance at the moment should lean towards nerfing perks brought every match, not trying to buff things to match up to them. That's how we end up with broken ######### like Boil Over.
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@jesterkind said:
I don't know how to do the fancy formatting, so forgive me on that...
Killer Rework: The Shape.
- Distance-based variation on stalking rate removed. At all ranges, The Shape stalks at roughly the speed of the middle of the previous curve.
- Tiering up from Tier II to Tier III is faster, at the cost of Tier III draining faster. (Was 60 seconds, now 45)
- Tier I: Lunge penalty removed.
- Tier II: Unchanged.
- Tier III: Any Survivor over 50% stalk progress is revealed through Killer Instinct for 5 seconds when Tier III begins. Additionally, The Shape can break dropped pallets and breakable walls while in Tier III by simply walking through them at the cost of a movement penalty while doing so.
Some addons changed to accommodate for the changed aspects of his kit.
The Shape has been in the game for a long time, and while the core aspects of his kit hold up tremendously well, some parts have started to feel outdated. These changes hope to bring The Shape up to modern standards and give his Tier III a bit more impact.
Slight Killer Change: The Trapper.
- Addon "Tar Bottle" reworked into "Camouflage Kit"; instead of darkening traps, this addon now applies a map-appropriate camouflage. On Coldwind and Eyrie of Crows, traps appear slightly sandy, on Ormond slightly iced over, etc. For any map without a distinct colour pallet, the effect is unchanged and traps are still darkened.
Visual updates and more varied appearances for the maps in this game are absolutely a good thing, but some of the brighter aesthetics have left Trapper floundering a little. Rather than make changes to those maps, this addon aims to give Trapper a little future-proofing for players who want to be a little more daring with their trap placement.
Perk Changes (Survivor).
- Iron Will: Grunts of pain reduced by 75% (was 100%)
- No Mither: Grunts of pain reduced by 100% (was 75%)
- Left Behind: Now additionally grants the ability to open the Hatch without a key.
- Technician: Extra failed skill check penalty removed.
- Distortion: Regain a token when completing a heal on a teammate, or performing a Safe Hook Rescue.
Iron Will always provided a little too much benefit for no downside- while players who want to be sneaky will still see quite a bit of use from it, now the full silence is something to give the 'hard mode' of No Mither a slightly better upside.
Perk Changes (Killer).
- Tinkerer: Now only procs once per generator.
- Hex: Huntress Lullaby: Now starts at what was "full stacks" and no longer has a token system. When a survivor is hooked for the first time in the match, Huntress Lullaby activates and causes skill checks to be silent until cleansed.
- Coulrophobia: Now decreases healing speeds by 75% (was 50%), and additionally the effect lingers for 10 seconds upon exiting the Terror Radius.
- Jolt: Effect now triggered by any down, not just downs through Basic Attacks.
- Deerstalker: New additional effect: Survivors who go from Dying to Injured have their auras revealed for 6 seconds.
With the exception of Tinkerer, these perks are all less popular choices. Giving them a bit of love ought to help perk loadouts see a little more variety!
Tar Bottle could just make traps like 30% transparent. That way no matter what they're placed on they should blend in better.
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So many achievements in this game are so astoundingly easy to get that they're basically participation ribbons.
I think it's great that there are a handful of them that are legitimately difficult to get, or take an exceptionally long time (looking at you, you piece of ######### "taking one for the team.")
There's no point in having platinum in a game if all of the achievements are easy to get.
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@Tr1nity said:
perk changes:
tinkerer:
- Generators will slow down by 25/50/75% when 70% completed
- The killer will no longer get a notification when the generator is 70% completed
"Tinkerer is, by all means, an unhealthy perk, removing a lot of interaction from the game, so it's been changed to accommodate that, while making it more reliable on slower killers."
forced penance
- Hitting a survivor will make them suffer the Broken status effect for 40/80/120 seconds
- Any survivor taking a protection hit will suffer from the Incapacited for 20/40/60 seconds and Broken status effect for 40/80/120 seconds
- After the exit gates are powered, protection hits will not incapacitate a survivor, and any survivors that are incapacitated will lose that effect.
"Upping the time, while removing the protection hit requirement can make this perk more reliable, while still punishing protection hits."
boil over:
- Wiggling will prioritize guiding the killer to a pallet
- Wiggle strength will increase by 50/75/100
- Falling from a height will immediately free the survivor, though this effect can only be used once per trial.
no mither
- You can recover 15% faster
- Suppresses noises made by groans of pain by 50/75/100%
- You can fully recover 5 times
- You gain 100% more bloodpoints
- After getting hit once, you suffer from the broken status effect for the remainder of the trial
"The reliability of the perk is lackluster, so we added a bloodpoint enticement. After this, we changed the number of times you can revive yourself to prevent it from being used maliciously to slow down games."
we're gonna live forever
- Gain a stack for:
- Healing a survivor from the dying state
- Safely un-hooking a survivor
- Saving a survivor from the killer's grasp by any means
- Healing a survivor
- Taking a protection hit
- Doing 75% worth of progress on a generator
- For a total of 4/8/12 stacks
- "More bloodpoints, less grind... hopefully
- Increases healing speed from the dying state by 75/100/150%
bbq and Chili
- You gain a stack for each hook state, including Pyramid Head's cage of atonement, up to 12 stacks
"Yay, more bloodpoints"
quality-of-life changes:
prestieging:
P0 = All perks start at tier 1
P1 = All perks start at tier 2
P2 = All perks start at tier 3
P3 = Everything is 1/2 off
"This will provide more benefits to prestiging, and making bouncing back easier after losing all your items"
And that's all about I can think of in 5 minutes
I love the Forced Penance change. It always bothered me that what is meant to punish overly altruistic SWF instead tells them "now you must go be efficient because you can't heal!"
Boil Over sounds worse than it is now, considering how often the falling triggers it would be like the original DS was, an absolute monster that can win a game just by triggering on the first chase.
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REWORK - PIG
Pig now moves at 95% movement speed while crouching.
Add ons which apply their effects to trapped survivors will now trigger on ambush hits, and will have an appropriate duration.
Amanda's Letter - No longer reduces available RBTs. Now reduces crouched movement speed by 5%.
Amanda's Secret - Turned into an add on instead, applying some form of effect which grants the Pig some form of benefit in the match.
All perks which affect skill checks will now apply properly to Jigsaw Boxes.
Placing a reverse bear trap on a survivor after all generators have been completed will now cause that trap to be active. If the endgame collapse timer begins/is active while a survivor has an active reverse bear trap, the EGC timer will pause until the survivor dies or their trap is removed.
While a survivor has an active reverse bear trap, remaining within 16m of an unsearched Jigsaw box (while not in a chase with another survivor) will cause it to become searched instead, and the searched Jigsaw box furthest from the survivor will become unsearched again. These effects will only be apparent from the survivor's viewpoint.
SLIGHT KILLER CHANGE - DEMOGORGON
In line with other killer changes, for example Plague, Demogorgon's Shred will no longer cancel if activated before minimum charge. If you press attack while holding the power button, the ability will charge to the minimum and then Shred. Basic attacks can still be used to cancel it with the same timing by simply releasing the power button before you attack.
PERK CHANGES - SURVIVOR
Nerf - Dead Hard
Dead Hard now no longer causes the survivor to dash forward. Instead they will be highlighted by a white aura for the active duration of the invulnerability phase to indicate its use.
BUFF - AUTODIDACT
Maximum of 5 stacks at all tiers, rather than 3/4/5
Increases healing skill check chance by 5/10/15%.
BUFF - BREAKDOWN
In addition to breaking hooks for 180 seconds when unhooked, also break hooks for 90 seconds when unhooking other survivors.
BUFF - DISTORTION
When Distortion successfully hides your aura from the killer, your aura will be shown to all other survivors for the duration with an auditory cue.
BUFF - SOLE SURVIVOR
Now works in an inverted manner. Start the match with 3 tokens, each token grants a stackable radius of 24/28/32m (buffed) within which the killer is unable to read your aura, up to a maximum of 72/84/96m. Each time a survivor other than yourself is killed or sacrificed, Sole Survivor will lose 1 token.
Sole Survivor currently makes no sense as it almost never affects common aura reading. Instead, this inverted version will provide protection against common perks like BBQ and Lethal, and will aim to help you become the Sole Survivor, rather than only doing anything if you manage that without aid from the perk.
PERK CHANGES - KILLER
NERF - TINKERER
Tinkerer will now only proc once per generator. If that generator regresses below 70%, raising it to 70% again will not activate Tinkerer again.
BUFF - THRILL OF THE HUNT
Thrill of the Hunt is no longer a hex perk. Removing the alert on totems means that Thrill is no longer a perk which grants an oppressive protection in certain builds. As such, having its effect lessen by 20% for each totem cleansed is significant enough counterplay to not also require a separate totem that removes the perk instantly. As such, Thrill may now be used as a somewhat reliable stalling tool for cleansing/blessing gameplay.
BUFF - DYING LIGHT
No longer grants the obsession increased healing and unhooking speed, nor grants them immunity to the slowing effect.
BUFF - REMEMBER ME
No longer grants the obsession immunity to its effects.
Remember me will now additionally cause exit gates to regress when a survivor is not opening them at a rate of 0.5 charges per second.
BUFF - Claustrophobia
Now activates in an area centered on the killer, instead of the generator which was completed.
Other
I'm going to suggest a couple of minor changes that don't seem to fit into other categories well in lieu of small add on changes, mostly because I don't believe there are many add ons which can benefit immensely from small number changes.
Haemmorhage
The Haemmorhage status is now removed entirely. Its previous effect is now incorporated into the Mangled status. Any cases where Mangled was present will remain with the new Mangled status. Any cases where Haemmorhage was present without Mangled will be assessed on a case-by-case basis. As we have seen that literally nobody in the world has ever brought an add on which only adds the Haemmorhage status, we have decided that it no longer needs to remain a separate status, and will stop using it as an excuse for when we run out of ideas for add ons and don't want to make anything that could be misconstrued for useful.
PYRAMID HEAD - CRIMSON CEREMONY BOOK (VERY RARE)
Old effect - Survivors affected by Torment suffer from Haemmorhage.
New effect - Reduces the range of Punishment of the Damned by 1m. Hitting a survivor with Punishment of the Damned will now apply Torment.
CORRUPT INTERVENTION
Corrupt Intervention generator blocking logic changed slightly. Instead of blocking the 3 furthest generators, Corrupt Intervention will now block the furthest generator from the killer on spawn, and the two closest generators to that generator. This is simply to improve the consistency to eliminate fringe cases where the killer spawns near the middle of a map and blocks three random distant generators. It is known that Corrupt Intervention is highly popular, and this buff is not to imply that the perk should not receive attention in regards to potential nerfs later. 'wE'lL mOnItOr It."
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@R1ch4rd_N1x0n said:
Charms overall are incredibly lame if you ask me. The fact that they only go on your belt as Survivor or hooks as Killer is stupid. They aren't even noticeable. We should be able to put them wherever we want on our characters, as well as hang them on our Killers and not just their hooks.
I agree they're largely pointless, but when I do unlock one and it can't be used on the character it makes the most sense on, it makes me pretty annoyed.